GameSquare Esports
Financials
Estimates*
USD | 2017 | 2018 | 2019 | 2020 | 2021 | 2022 | 2023 |
---|---|---|---|---|---|---|---|
Revenues | <1m | 3.3m | 4.1m | 11.1m | 37.2m | 41.9m | 52.0m |
% growth | - | 1006 % | 24 % | 171 % | 235 % | 13 % | 24 % |
EBITDA | (9.4m) | (8.2m) | (10.9m) | (17.1m) | (28.2m) | (15.9m) | (19.0m) |
% EBITDA margin | (3143 %) | (246 %) | (266 %) | (154 %) | (76 %) | (38 %) | (37 %) |
Profit | (9.7m) | (10.8m) | (14.3m) | (32.3m) | (40.7m) | (14.5m) | (31.3m) |
% profit margin | (3254 %) | (326 %) | (349 %) | (291 %) | (109 %) | (35 %) | (60 %) |
R&D budget | - | - | - | - | - | - | 2.1m |
R&D % of revenue | - | - | - | - | - | - | 4 % |
Date | Investors | Amount | Round |
---|---|---|---|
N/A | N/A | IPO | |
* | N/A | $250k | Post IPO Debt |
* | N/A | CAD2.8m | Private Placement VC |
* | $5.0m | Post IPO Debt | |
* | $10.0m | Post IPO Debt | |
Total Funding | €1.9m |
Related Content
Recent News about GameSquare Esports
EditGameSquare operates at the intersection of esports, gaming, and entertainment, providing a platform that connects global brands with esports communities and influencers. The company serves a diverse clientele, including major brands looking to penetrate the esports market and influencers seeking lucrative partnerships. GameSquare's business model revolves around acquiring esports influencer networks, professional esports teams, and related assets, which allows it to offer comprehensive marketing solutions. Revenue is generated through brand partnerships, sponsorships, and advertising deals facilitated by its extensive network of gamers, creators, and influencers. The company leverages its unique position to offer unprecedented marketing opportunities, making it easier for brands to navigate the complex esports landscape. Key demographics within the gaming audience are targeted, providing brands with a guided approach to reach this lucrative market. GameSquare's growth strategy includes continuous acquisitions to expand its influence and capabilities within the esports and gaming sectors.
Keywords: esports, gaming, influencers, brand partnerships, marketing, acquisitions, professional teams, entertainment, advertising, global brands.