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GameSquare Holdings, Inc. (GAME) Q3 2024 Earnings Conference Call Transcript Summary

GameSquare Holdings, Inc. (GAME) Q3 2024 Earnings Conference Call Transcript Summary

GameSquare控股有限公司(GAME)2024年第三季度業績會電話會議記錄摘要
moomoo AI ·  11/14 19:55  · 電話會議

The following is a summary of the GameSquare Holdings, Inc. (GAME) Q3 2024 Earnings Conference Call Transcript:

以下是GameSquare Holdings, Inc. (GAME) 2024年第三季度業績會電話會議記錄的摘要:

Financial Performance:

財務表現:

  • GameSquare reported a pro forma revenue increase of 10% year-over-year, reaching $26.4 million.

  • Gross margin improved to 19.8% from 14% year-over-year.

  • Adjusted EBITDA losses reduced, amounting to $2.2 million from a pro forma loss of $10.4 million the previous year.

  • GameSquare報告稱,按年計算營業收入增長了10%,達到2640萬。

  • 毛利率同比提高至19.8%,相比之下去年爲14%。

  • 調整後的EBITDA虧損減少,達到220萬,而去年爲1040萬的形式虧損。

Business Progress:

業務進展:

  • GameSquare has focused on integrating the acquisition of FaZe Clan, reducing costs, and leveraging IP, agency, media, and SaaS technology assets for growth.

  • The formation of FaZe Media as a standalone entity and strategic financial actions with entities like Gigamoon Media to raise non-dilutive capital were highlighted.

  • Significant deals and partnerships were announced, including expanding Rollbit sponsorship and collaborating with NFL for a new creator series.

  • GameSquare專注於整合對FaZe Clan的收購,減少成本,並利用知識產權、代理、媒體和saas-雲計算科技資產來促進增長。

  • 成立FaZe Media作爲獨立實體,以及與Gigamoon Media等實體進行戰略金融行動以籌集非稀釋性資本的計劃被強調。

  • 宣佈了重要的交易和合作,包括擴大Rollbit贊助以及與NFL合作推出新的創作者系列。

Opportunities:

機會:

  • Future growth is supported by a strong backlog of committed revenue and a growing pipeline expected to convert into partnerships in 2024 and 2025.

  • Expansion into higher-margin sectors like SaaS and agency services is anticipated.

  • 未來的增長得到了強大的承諾營業收入積壓和預計將在2024年和2025年轉化爲合作伙伴關係的不斷增長的管道的支持。

  • 預計將擴展至毛利率更高的行業,如saas-雲計算和代理服務。

Risks:

風險:

  • While current strategic actions and market positioning appear robust, the competitive strength and shifting market demands in esports and influencer marketing pose inherent risks.

  • 儘管當前的戰略舉措和市場定位看起來穩健,但在電子競技和影響者營銷中競爭實力和市場需求的變化存在固有風險。

Tips: This article is generated by AI. The accuracy of the content can not be fully guaranteed. For more comprehensive details, please refer to the IR website. The article is only for investors' reference without any guidance or recommendation suggestions.

提示:本文由人工智能生成。內容準確性無法完全保證。如需更全面詳情,請參閱IR網站。本文僅供投資者參考,不具有任何指導或推薦建議。

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