as of 08-28-2026 4:00pm EST
GameSquare Holdings Inc is a vertically integrated digital media, entertainment, and technology company focused on gaming and youth culture audiences. The company operates through four reportable segments: Owned and Operated IP, Agency, SaaS and managed services, and Yield. It provides services including influencer marketing, esports talent management, creative production, merchandise and consumer products, live streaming analytics, and digital media solutions through its various brands and platforms. It generates the majority of its revenue from the Agency segment.
| Founded: | 2011 | Country: | United States |
| Employees: | N/A | City: | FRISCO |
| Market Cap: | 43.4M | IPO Year: | 2024 |
| Target Price: | N/A | AVG Volume (30 days): | 986.8K |
| Analyst Decision: | N/A | Number of Analysts: | N/A |
| Dividend Yield: | N/A | Dividend Payout Frequency: | N/A |
| EPS: | -0.30 | EPS Growth: | 65.14 |
| 52 Week Low/High: | $0.23 - $3.80 | Next Earning Date: | 04-08-2026 |
| Revenue: | $44,999,302 | Revenue Growth: | -53.22% |
| Revenue Growth (this year): | 87.12% | Revenue Growth (next year): | 21.14% |
| P/E Ratio: | -10.73 | Index: | N/A |
| Free Cash Flow: | -18475316.0 | FCF Growth: | N/A |
SEC 8-K filings with transcript text
Aug 12, 2026 · 98% conf.
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2 ex99-1.htm
Exhibit 99.1
GameSquare Holdings Reports 2026 Second Quarter Results
with Revenue up 137% YoY and Record Second Quarter Adjusted EBITDA
Gross margin of 49.0% in the second quarter of 2026, representing
a year-over-year increase of 19.6 percentage points
Net loss of $10.6 million, includes $7.8 million in changes in unrealized loss and realized loss on digital assets and investments in ETH fund
Adjusted EBITDA of $1.0 million for the second quarter, driven by higher sales, strong gross margin expansion, and improved operating leverage
August 10, 2026, FRISCO, TX – GameSquare Holdings, Inc. (NASDAQ: GAME), (“GameSquare”, or the “Company”), today announced financial results for the three- and six-months ended June 30, 2026.
Justin Kenna, CEO of GameSquare stated, “GameSquare delivered a strong second quarter, which was ahead of plan, with positive results accelerating meaningfully from first quarter and year-over-year levels. Revenue increased 137% year-over-year to $18.5 million, gross margin expanded by nearly 20 percentage points to 49.0%, and adjusted EBITDA improved to a second quarter record of $1.0 million. These results reflect strong execution, underlying organic growth across our core businesses, the positive contribution from the recent Click and TubeBuddy acquisitions, and increasing operating leverage of our platform as our business scales.”
Kenna added, “Revenue growth is being supported by strong bookings across GameSquare Experiences, expanding creator relationships and deeper engagements with global partners. Recent examples include the renewal and expansion of our relationship with Riot Games and Stream Hatchet’s selection for a second consecutive year as a data and insights provider for the Esports World Cup, which demonstrate the value of our differentiated data, analytics and creator-intelligence capabilities. Our partnership with the U.S. Army and FaZe Esports’ partnership with CORSAIR further demonstrate the breadth of our platform and our ability to connect leading brands and organizations with highly engaged gaming and esports audiences.”
“Expanding our access to premium IP is an increasingly important component of GameSquare’s strategy, strengthening the value and differentiation of our end-to-end commercial platform. We are pleased with the recent additions of World of Dance, the Esports Awards and The Mobies to our growing portfolio of commercial IP opportunities. Equally important, we continue to expand the scale and reach of our creator business. During the second quarter, Justin Miclat was appointed Chief Growth Officer of Click, and we added Steak, the second-largest Roblox creator, and SypherPK, one of the world’s largest Fortnite creators, to our talent roster. As a result, Click’s creator network now reaches more than 60 million followers across major social platforms,” Kenna continued.
“Our strong year-to-date performance demonstrates the progress we are making and reinforces our confidence in GameSquare’s operating model and growth strategy. As our recent acquisitions successfully integrate, we are building a stronger and more comprehensive platform that enables GameSquare to provide a broader range of services to both new and existing customers. With revenue growth accelerating, gross margins expanding and adjusted EBITDA turning positive, we believe we have established meaningful momentum and are well positioned to deliver a strong second half of 2026,” Kenna concluded.
Reported results for the three months ended June 30, 2026, compared to June 30, 2025 (unaudited)
●Revenue of $18.5 million, compared to $7.8 million
●Gross profit of $9.0 million, compared to $2.3 million
●Gross margin of 49.0%, compared to 29.4%
●Net loss from continuing operations of $10.6 million (see following bullet), compared to $4.0 million.
●The $10.6 million net loss in the second quarter of 2026 included a $7.8 million change in fair value loss on digital assets, $1.4 million change in fair value of contingent consideration, $0.7 million change in fair value of warrant liability and $0.6 million of one-time transaction costs related to M&A and other non-operating legal costs.
●Positive adjusted EBITDA of $1.0 million, compared to an adjusted EBITDA loss of $3.2 million
●Adjusted EBITDA was 5.2% of revenue, versus -40.5% of revenue
Reported results for the six months ended June 30, 2026, compared to June 30, 2025 (unaudited)
●Revenue of $33.0 million, compared to $15.2 million
●Gross profit of $14.7 million, compared to $5.4 million
●Net loss from continuing operations of $28.2 million (see following bullet), compared to a net loss of $7.8 million
●The $28.2 million net loss from continuing operations for the six months of 2026 included a $22.4 million change in fair value loss on digital assets, $1.4 million change in fair value of contingent consideration, and $1.6 million of one-time transaction costs related to the TubeBuddy acquisition, M&
May 14, 2026 · 100% conf.
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Apr 9, 2026 · 100% conf.
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