(GAME) GameSquare Holdings, Inc. Business Model Canvas Research

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(GAME) GameSquare Holdings, Inc. Business Model Canvas Research

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GameSquare’s Business Model: Gaming Media, Sponsorships, and Digital Engagement

Unlock the full strategic blueprint behind GameSquare Holdings, Inc.’s business model. This concise yet insightful Business Model Canvas highlights how the company creates value across gaming media, sponsorships, and digital engagement. Ideal for investors, strategists, and analysts, the full version offers a deeper, ready-to-use breakdown.

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Partnerships

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Brand advertisers and agencies

GameSquare Holdings, Inc. works with global brand advertisers that want reach in gaming and youth culture, while agency partners help package sponsorships, media buys, and integrated campaigns. This setup supports recurring enterprise marketing demand because brands keep spending where they can buy access to engaged gaming audiences.

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Esports publishers and tournament ecosystems

GameSquare Holdings, Inc. depends on links to game publishers, tournament operators, and platforms that control league access and live rights. The 2024 Esports World Cup featured 22 game titles and a $60 million prize pool, showing how partner-led ecosystems drive scale, reach, and content trust.

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Creators, streamers, and talent networks

GameSquare Holdings, Inc. relies on creators, streamers, and talent networks to reach gaming fans at scale, turning livestreams, social clips, and branded stories into native touchpoints. That model fits a market where authentic creator-led content drives trust and engagement better than standard ads.

Media, ad-tech, and data partners

GameSquare Holdings, Inc. leans on three named media-tech partners, Frankly Media, Sideqik, and Stream Hatchet, showing a 2025-style model built on audience data, creator tools, and live-stream analytics. These ad-tech and data links help with targeting, measurement, and campaign activation, which matters as GameSquare scales across media and gaming audiences.

  • 3 core partner names
  • Targeting and measurement support
  • Better campaign reporting and performance

Merchandise, production, and event vendors

GameSquare Holdings, Inc. depends on external partners like Cut+Sew and Mission Supply to source apparel, branded goods, and production inputs, while studio operations rely on event and live-activation vendors. In 2025, this partner base helped the Company scale commerce and fan events without carrying all the fixed cost in-house.

  • Supports apparel and branded goods
  • Helps run live event activations
  • Scales with lower fixed overhead
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GameSquare’s Gaming Reach Runs on Media-Tech, Rights, and Events

GameSquare Holdings, Inc. leans on brand advertisers, game publishers, tournament operators, and creator networks to buy reach, rights, and trust in gaming. Its 3 named media-tech partners, Frankly Media, Sideqik, and Stream Hatchet, support targeting, measurement, and live-stream analytics.

Partner base Why it matters Data point
Media-tech Targeting and reporting 3 named partners
Rights ecosystem Access to live content 22 EWC titles
Event ecosystem Scale and reach $60M prize pool

What is included in the product

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Detailed Word Document

A concise Business Model Canvas of GameSquare Holdings, Inc. mapping its gaming media, marketing, and monetization strategy for investors and strategists.

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Customizable Excel Spreadsheet

Quickly clarifies GameSquare’s business model pain points with a concise, editable one-page snapshot.

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Reference Sources

GameSquare Holdings, Inc. reference sources provide a credible, traceable basis for faster due diligence and better decision-making.

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Activities

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Gaming audience engagement campaigns

GameSquare Holdings, Inc. builds gaming audience engagement campaigns for brands targeting gamers and Gen Z, blending digital media, creator activations, and sponsorships. With the global gaming audience at about 3.4 billion players in 2025, these campaigns sit at the core of its audience-reach model and help brands place messages where attention is already high.

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Esports team and competitive operations

GameSquare Holdings, Inc. runs Complexity Gaming’s esports team and competitive ops, covering player management, event play, and fan content. Complexity was founded in 2003, and its live tournament presence helps keep the brand visible, build trust, and support community reach across its competitive ecosystem.

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Content production and distribution

Fourth Frame Studios and Frankly Media create videos, social assets, livestreams, and branded media, then distribute them across digital channels to widen campaign reach. That fits a market where YouTube has more than 2.7 billion monthly users, so content production and distribution stay central to audience growth.

Analytics and audience measurement

Stream Hatchet and Sideqik make analytics a core activity for GameSquare Holdings, Inc., tracking audience behavior, campaign results, and creator engagement so the sales team can show clearer ROI. This data-led model helps tighten client reporting and improve media buying decisions.

  • Tracks audience behavior and reach
  • Measures campaign performance
  • Scores creator engagement
  • Sharpens sales pitches with data
  • Improves client reporting quality

Commerce and merchandising execution

GameSquare Holdings, Inc. uses Cut+Sew and Mission Supply to run branded merchandise and fan commerce, with work spanning product design, fulfillment, and retail execution. This turns Commerce and merchandising execution into a revenue stream beyond media services, since fan goods, team drops, and creator merch can monetize audience demand directly.

  • Designs and sells branded merch
  • Handles fulfillment and retail ops
  • Extends monetization beyond media
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GameSquare’s Reach-Driven Playbook in Gaming and Gen Z

GameSquare Holdings, Inc.'s key activities are audience engagement, esports operations, content production, analytics, and merch commerce. These run across a 3.4 billion-player global gaming market in 2025 and a YouTube base of over 2.7 billion monthly users, which keeps reach and content delivery central to the model.

Activity Why it matters
Campaigns Reach gamers and Gen Z
Analytics Measure ROI and engagement
Merch Monetize fan demand

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Business Model Canvas

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Resources

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Complexity Gaming brand and esports IP

Complexity Gaming, founded in 2003, is one of GameSquare Holdings, Inc.’s most visible esports IP assets, giving the company competitive credibility and a built-in fan base. That brand equity helps win sponsorships and fuel content deals, while Complexity’s long-running presence in top-tier esports gives GameSquare a rare, trusted platform in a market where audience reach drives monetization.

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Sideqik, Stream Hatchet, and Frankly Media platforms

Sideqik, Stream Hatchet, and Frankly Media give GameSquare software, analytics, and media distribution tools that pure-service agencies do not have. They support campaign setup, measurement, and audience targeting across creator and gaming media, helping GameSquare turn platform data into paid media and sponsorship execution.

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Creator and gaming audience network

GameSquare Holdings, Inc. uses its creator and gaming audience network as a key intangible asset: streamers, teams, and communities help launch campaigns across gaming and youth culture, while reducing dependence on paid media. This network can drive higher reach and engagement than ads alone, especially for brands that need trusted, built-in audiences.

In-house studios and production capability

GameSquare Holdings, Inc. uses Fourth Frame Studios and its in-house creative teams to produce original content and branded work, so core deliverables rely less on third-party vendors. That setup helps keep quality tighter and turnaround faster, which matters when campaigns and live content need quick edits.

  • More control over quality
  • Faster production cycles
  • Lower vendor dependence

This resource also supports repeatable execution across content formats, giving GameSquare Holdings, Inc. more control over creative direction and delivery timing.

Management team and Frisco headquarters

GameSquare Holdings, Inc.’s Frisco, Texas headquarters anchors a multinational management hub that coordinates its subsidiary portfolio and shared services. That central control helps the Company cross-sell offerings, keep oversight tight, and run a more unified operating model across markets.

  • Frisco HQ centralizes leadership.
  • Manages multinational subsidiaries.
  • Supports cross-selling and oversight.
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GameSquare’s Core Assets Power Sponsorships, Data, and In-House Content

GameSquare Holdings, Inc.’s key resources are its esports IP, creator network, and owned media tools. Complexity Gaming, Sideqik, Stream Hatchet, Frankly Media, and Fourth Frame Studios help the Company sell sponsorships, measure campaigns, and produce content in-house.

Resource Use
Complexity Gaming Brand reach
Sideqik/Stream Hatchet Data and targeting
Fourth Frame Studios Content production
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Value Propositions

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Access to gaming and youth culture audiences

GameSquare Holdings, Inc. gives brands a direct route to gaming, esports, and creator audiences that are hard to reach through TV or broad social ads. With gaming reaching more than 3.3 billion players worldwide in 2025, its youth-culture network helps clients connect with a large, hard-to-access consumer base.

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End-to-end campaign execution

GameSquare Holdings, Inc. runs campaigns end to end: it can plan, build, launch, and measure across 4 formats: media, content, esports, and merchandise. Clients work with one operating partner across the stack, which cuts handoffs and keeps execution tight.

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Authentic esports and creator integration

Complexity Gaming and GameSquare creator ties give branded work real gaming credibility, so ads feel native instead of forced. That matters in a market with over 500 million esports viewers worldwide, because campaigns placed inside competitive play and social content can lift trust and engagement while keeping the message inside the audience’s daily feed.

Data-led targeting and reporting

Stream Hatchet, Sideqik, and Frankly Media make GameSquare Holdings, Inc. more measurable because clients can track performance, engagement, and audience response in real time. That turns marketing from a spend into something auditable, with analytics giving the offering stronger accountability and clearer ROI.

  • Track campaign performance
  • Measure audience engagement
  • Link spend to response

Branded commerce and fan monetization

GameSquare Holdings, Inc. turns fandom into product revenue through Cut+Sew and Mission Supply, extending client and owned IP into merchandise and physical goods. This adds monetization beyond media impressions and views, giving brands more ways to capture spend from high-intent fans.

  • Merchandise turns attention into sales
  • Physical goods add another margin layer
  • Owned IP can earn across channels
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GameSquare: Massive Gaming Reach, Measurable ROI

GameSquare Holdings, Inc. sells access to gaming fans through a native network that spans media, esports, creators, and merchandise. Its value is reach plus proof: 3.3 billion gamers in 2025 and over 500 million esports viewers give brands scale, while real-time analytics help tie spend to engagement and ROI.

Value driver Data point
Gaming reach 3.3B players, 2025
Esports reach 500M+ viewers
Measurement Real-time tracking
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Customer Relationships

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Enterprise account management

GameSquare Holdings, Inc. uses enterprise account management to keep large brand clients close, with dedicated teams handling planning, approvals, and campaign coordination across multiple stakeholders. This model supports longer contracts and repeat business, which matters for a business still scaling its revenue base and client retention.

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Campaign-based project delivery

GameSquare Holdings, Inc. often works on launch, event, and sponsorship campaigns, so client ties are built around clear scopes, fast deadlines, and creative sign-off. This fits esports work, where sponsorships still drive a large share of industry revenue and campaign windows can move in days, not months.

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Strategic partnership model

GameSquare Holdings, Inc. uses multi-quarter, multi-program client ties, so brands and agencies keep buying integrated media, content, and data support across campaigns. That bundle raises switching costs and supports retention, especially when one partner is running 2+ connected workstreams at once.

Performance reporting and optimization

GameSquare Holdings, Inc. uses analytics tools to deliver continuous performance reports that show reach, engagement, and audience response in plain numbers. That proof helps clients trust the work, since measurable results make it easier to renew campaigns and keep spend in place.

  • Tracks reach and engagement
  • Shows audience response data
  • Supports campaign renewals

Community interaction and fan engagement

Esports and creator brands run on direct fan contact, so GameSquare can use social channels, live streams, and live events to turn every touchpoint into feedback. That matters in a creator economy Goldman Sachs has sized at $480 billion by 2027, because stronger community ties usually mean higher loyalty and repeat engagement.

  • Social, stream, and event touchpoints
  • Feedback builds team and brand loyalty
  • Fan engagement supports repeat revenue
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GameSquare’s Multi-Workstream Model Builds Stickier Client Relationships

GameSquare Holdings, Inc. keeps client ties tight through dedicated account teams, fast campaign sign-off, and performance reporting that makes renewals easier. Its relationship model is built for repeat, multi-program work across media, content, and sponsorships, where 2+ linked workstreams can lift switching costs.

Signal Why it matters
2+ workstreams Higher retention risk for clients
$480B creator economy by 2027 More brand spend on fan ties
Reach and engagement tracking Supports renewals
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Channels

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Direct enterprise sales

GameSquare Holdings, Inc. uses direct enterprise sales to reach brands and agencies, which fits large, custom deals that need tailored scopes and pricing. This channel also supports consultative selling across multiple service lines, so one client can buy media, content, and esports activation in a single relationship.

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Owned media and content properties

Frankly Media and GameSquare Holdings, Inc. other owned digital assets act as direct distribution channels, so the Company can place branded content and audience messaging without buying as much third-party media inventory. That matters because owned channels keep more control over reach, while also supporting lower media-buy dependency and better margin control.

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Esports events and livestreams

Esports events and livestreams give GameSquare Holdings, Inc. direct access to gaming-native audiences, with Newzoo putting the global esports audience near 574 million in 2025. Live broadcasts also turn attention into revenue through sponsorships, branded content, and fan engagement, which fits a channel where audience time and community trust are the main assets.

Social platforms and creator ecosystems

GameSquare Holdings, Inc. uses creator-led and social-first channels to reach the roughly 3.4 billion global gaming audience, where short-form posts and live clips drive fast sharing and high engagement. These channels fit youth attention habits and help content move quickly across Twitch, YouTube, TikTok, and X.

  • Built for rapid sharing
  • Targets gaming-heavy audiences
  • Drives direct engagement

Partner and agency referrals

Media, brand, and production partners can send qualified leads to GameSquare Holdings, Inc., which cuts sales-cycle friction and lowers the cost of finding new clients. This channel matters most in enterprise marketing, where trusted referrals often open bigger, longer-term deals.

  • Partner referrals reduce acquisition friction.
  • Best fit: enterprise marketing accounts.
  • Partners expand deal flow with trust.
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GameSquare’s Direct Channels Tap a 3.4B-Player Gaming Market

GameSquare Holdings, Inc. reaches clients through direct enterprise sales, owned digital media, and creator-led social channels, giving it control over pricing, reach, and cross-sell across media, content, and esports activation. Newzoo estimated the global esports audience at 574 million in 2025, while gaming reached about 3.4 billion people.

Channel 2025 data
Esports audience 574 million
Global gaming audience 3.4 billion
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Customer Segments

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Consumer brands targeting gamers

Consumer brands in tech, lifestyle, and packaged goods want access to the 3.4 billion global gamers and Gen Z-heavy gaming culture. GameSquare gives them a specialist entry point into esports and creator-led media, helping brands reach young, hard-to-buy audiences with measurable campaigns.

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Advertising and media agencies

Advertising and media agencies need gaming expertise, creator access, and execution help, and GameSquare can plug in as a specialist partner inside bigger campaigns. With 3.4 billion gamers worldwide, the gaming channel gives agencies reach plus content and measurement in one buy.

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Game publishers and entertainment brands

GameSquare Holdings, Inc. serves game publishers and entertainment brands that need community activation and esports reach; the global gamer base tops 3.4 billion, so authentic access matters. These clients use GameSquare for promo campaigns and competitive gaming ties that speak to real fans, not just paid media.

Fans and gaming communities

Fans and gaming communities are GameSquare Holdings, Inc.’s core audience: they watch esports, creator content, and branded activations, and their attention is what turns content into sponsorship and commerce value. Newzoo estimates the global esports audience at about 640 million in 2025, showing the scale of this fan base.

These users are not just viewers; they are the demand engine for media reach, merch, and campaign conversion across the ecosystem.

Creators, teams, and esports organizations

Creators, teams, and esports organizations are both customers and partners in GameSquare Holdings, Inc.'s ecosystem: they need media support, monetization tools, and brand deals, while GameSquare uses their audiences to drive revenue. In 2025, this segment stayed core to the company's model because it links content, sponsorship, and commerce in one loop.

  • They need reach and production.
  • They need monetization tools.
  • They need brand access.
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GameSquare Targets Brands With Gaming-Native Reach

GameSquare Holdings, Inc. sells to consumer brands, agencies, publishers, and entertainment groups that need gaming-native reach into a 3.4 billion-player global audience. Its users also include creators, teams, and esports fans, with Newzoo putting the 2025 esports audience at about 640 million.

Segment Need
Brands Gen Z reach
Agencies Gaming expertise
Fans Content and commerce
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Cost Structure

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Personnel and management costs

GameSquare Holdings, Inc. leans on creative, sales, media, and esports teams, so personnel is a core cost driver. In FY2025, staff-heavy service and content work kept payroll and contractor spend elevated, while management overhead also supported its multi-asset portfolio and cross-brand execution.

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Content production and studio expenses

GameSquare Holdings, Inc. content production uses paid crew, editors, gear, and studio space, so fixed studio overhead and variable campaign labor both hit cost of revenue. These costs rise fast with more video, social, and livestream output, and they can move sharply if a campaign needs multiple shoots, live talent, or post-production rounds.

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Esports team and event costs

GameSquare Holdings, Inc. carries ongoing esports team and event costs for player salaries, travel, venue fees, broadcast production, and match-day logistics. These expenses are recurring because competitive gaming needs constant support to keep teams visible, and fan reach depends on regular tournament play and event exposure.

Technology, data, and platform costs

Sideqik, Stream Hatchet, and Frankly Media mean GameSquare Holdings, Inc. has recurring spend on software, cloud hosting, data feeds, and engineering. These platforms need constant maintenance, new features, and analytics support, so the cost base is tied to keeping the product accurate and useful.

  • Software and hosting costs recur monthly
  • Engineering keeps platforms updated
  • Data tools support the differentiated offer

Sales, marketing, and client acquisition costs

Sales, marketing, and client acquisition costs at GameSquare Holdings, Inc. are driven by business development, relationship management, trade shows, outreach, and proposal work. This spend is a fixed-to-variable mix that supports revenue across segments, especially when winning enterprise customers needs repeated high-touch selling.

  • Business development builds enterprise pipeline.
  • Trade presence adds travel and event costs.
  • Proposal work raises overhead per deal.
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GameSquare’s FY2025 costs stayed people-led and fixed-heavy

GameSquare Holdings, Inc. cost structure in FY2025 stayed labor-led: payroll, contractors, software, hosting, and esports/event spend drove the base. The model is still fixed-heavy, with studio overhead and engineering recurring, while campaign labor and live production rise with content volume.

Cost driver FY2025 impact
People Largest fixed cost
Platforms Monthly recurring spend
Events Variable by campaign
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Revenue Streams

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Brand sponsorships and advertising

GameSquare Holdings, Inc. uses brand sponsorships and advertising as a core revenue stream, selling placement, association, and reach inside gaming audiences. This income is tied to media and esports inventory, so every sponsored campaign turns audience attention into direct monetization.

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Media and content services fees

GameSquare Holdings, Inc. earns media and content services fees when clients pay for strategy, creative, production, and distribution work, often on project or retainer terms. Frankly Media and studio capabilities support this stream, which helps convert content work into recurring, higher-margin service revenue.

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Technology and platform fees

GameSquare Holdings, Inc. earns technology and platform fees through Sideqik and Stream Hatchet, which support software and data-driven monetization for brands and creators. Revenue can come from 3 models: subscriptions, licensing, or usage-based access, so this is a more scalable and recurring income stream than one-off services.

Esports and live event monetization

Complexity Gaming and GameSquare live events can monetize through sponsorships, player appearances, and branded activations, while live competition gives brands premium in-person inventory that is harder to buy online. This also feeds audience growth across the portfolio, with esports audiences now measured in the hundreds of millions worldwide.

  • Sponsorships, appearances, activations
  • Premium brand inventory at live matches
  • Event content grows the audience

Merchandise and commerce sales

Cut+Sew and Mission Supply turn GameSquare Holdings, Inc. branded products, fan goods, apparel, and physical merch into direct commerce revenue, so the Company can earn beyond digital ad impressions. This matters because commerce can lift average revenue per fan and give the Company a second monetization lane tied to IP and community demand.

  • Branded products and fan goods drive sales.
  • Apparel adds physical commerce revenue.
  • Reduces reliance on digital impressions.
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GameSquare’s Revenue Mix: Recurring Tech Fees Meet Event-Driven Cash

GameSquare Holdings, Inc. makes money from sponsorships, advertising, media work, tech fees, live events, and merch, so revenue spreads across digital, experiential, and commerce channels. Its best recurring lanes are Sideqik and Stream Hatchet fees, while brand deals and live activations still drive the biggest event-based cash flow.

Stream Cash driver
Sponsorships Brand placements
Tech fees Subscriptions
Merch Fan commerce

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