GameSquare Holdings, Inc. operates as a digital media, entertainment, and technology company focused on gaming, esports, creators, and youth-culture audiences. Its news commonly covers earnings releases, agency and creative-services activity, GameSquare Experiences bookings, FaZe Esports partnerships, and Stream Hatchet live-streaming analytics reports.
Company updates also address capital allocation, including common-stock repurchase authorizations and repurchase activity, as well as platform additions tied to creator enablement, audience insights, digital media solutions, and managed services for brands and publishers.
GameSquare (NASDAQ:GAME) announced that its analytics subsidiary Stream Hatchet has published an Esports Live Streaming Trends Report covering 2025.
The report highlights 2.7B hours watched across 1.9K esports events, strong roles for League of Legends and Counter-Strike, rapid growth in co-streaming, rising mobile esports audiences, and increasing brand-headlined tournaments.
GameSquare (NASDAQ:GAME) announced that Riot Games has renewed and expanded its partnership with GameSquare subsidiaries Stream Hatchet and Sideqik, continuing a relationship dating back to 2019.
The agreement extends esports reporting, influencer support and use of GameSquare’s data, analytics and creator intelligence tools across Riot’s global gaming and esports ecosystem.
GameSquare (NASDAQ:GAME) reported that stockholders approved all proposals at the June 18, 2026 annual meeting.
Approvals covered electing two Class II directors, ratifying Kreston GTA as auditor, a non-binding say-on-pay vote for named executive officers, and a merger with a subsidiary to restate the Certificate of Incorporation and streamline the corporate structure.
GameSquare (NASDAQ:GAME) announced that leading Fortnite creator SypherPK, with more than 20 million followers across YouTube, Twitch and Instagram, has joined its Click Management talent roster.
The move, alongside the recent Steak signing, expands Click's creator network to over 60 million followers, enhancing GameSquare's creator management and monetization platform.
GameSquare (NASDAQ:GAME) expects strong 2026 momentum, projecting second quarter revenue to increase over 137% to at least $18.5 million, up more than 27% sequentially and over 17% versus first quarter 2026 proforma revenue.
First half 2026 proforma revenue is expected to exceed $34.3 million, up at least 125% year over year. Full-year 2026 guidance targets proforma revenue of $85–$90 million, gross margin of 35%–40%, and adjusted EBITDA of more than $5 million.
GameSquare (NASDAQ: GAME) reported Q1 2026 revenue of $14.5 million, up 95% year-over-year from $7.4 million. Gross profit was $5.6 million with 38.4% margin. Net loss from continuing operations was $17.6 million, including a $14.6 million digital asset fair value loss and $1.1 million TubeBuddy transaction costs.
Adjusted EBITDA loss improved to $1.1 million versus $2.6 million. Proforma Q1 2026 revenue was $15.8 million with 43.1% gross margin and a $0.7 million adjusted EBITDA loss. The company reaffirmed 2026 guidance of $85–$90 million proforma revenue and over $5 million adjusted EBITDA, and highlighted stock repurchases, new creator talent, and the TubeBuddy acquisition.
GameSquare (NASDAQ: GAME) will present at the LD Micro Invitational XVI on May 19, 2026, at 1:00 PM PT at the Luxe Sunset Boulevard Hotel in Los Angeles.
Investors can access the live webcast via https://ldmicroevents.com/ or arrange one-on-one meetings through LD Micro.
GameSquare (NASDAQ:GAME) plans to release its Q1 2026 financial results after market close on Thursday, May 14, 2026. A detailed news release will be posted on the company’s investor website.
An earnings webcast hosted by CEO Justin Kenna and management will follow at 5:00 p.m. ET.
GameSquare (NASDAQ:GAME) announced record Q1 2026 bookings of over $10 million for its GameSquare Experiences division (GSX) on April 27, 2026. GSX, launched in Q1 2024, reports recurring clients grew >3x and revenue scaled approximately 14x, driven by publisher demand and creator-led experiential campaigns.
GameSquare (NASDAQ:GAME) subsidiary Stream Hatchet published its Q1 2026 Live Streaming Trends Report on April 23, 2026. Global live-streaming viewership reached 17 billion hours, with TikTok Live now included and accounting for almost half of total viewership. Excluding TikTok, viewership rose 0.2% from Q4 2025.
Notable peaks included Kings League World Cup Nations (2.2M peak) and Sony State of Play (2.1M peak); ARC Raiders streamer TheBurntPeanut generated 87.4M hours on a 24/7 channel.