22 February 2026
Disclaimer: This is a simplified summary of a public company filing. See full disclaimer here.
Brag House Holdings, Inc.
CIK: 1903595•1 Annual Report•Latest: 2025-05-07
10-K / May 7, 2025
Company Summary: Brag House Holdings, Inc.
Business Overview
- Industry: Esports, social gaming, digital media, and event hosting focused on casual college gamers.
- Formation: Delaware corporation, formed December 2021.
- Main Platform: Vertically integrated esports platform designed for casual college gamers to compete, support teams, banter, and win prizes.
- Target Audience: Casual college gamers, primarily Gen Z and Millennials, with a focus on underrepresented groups such as women.
Core Business Activities
- Community Engagement: Supports an inclusive, community-driven environment with personalized experiences.
- Content Creation & Streaming: Facilitates live streams, highlights, and community interactions across platforms like Twitch, YouTube, TikTok, Twitter, Meta.
- Tournaments & Competitions:
- Held 27 major tournaments as of March 31, 2025.
- These tournaments involved over 758 participants from nearly 250 colleges and universities nationwide.
- Generated approximately $667,000 in total revenue.
- Reach over 290,000 live views with 19 minutes average watch time per live stream, outperforming industry benchmarks.
- Community Growth:
- Nearly 1.4 million video views across digital content platforms, a 148% increase from 2020 to 2024.
- About 8 million impressions and views since inception, a 57% increase year-over-year.
- Partnerships:
- Strategic alliances include McDonald's, Coca-Cola, Fort Worth Sports Commission, Denver Broncos, and Learfield Communications.
- Plans to expand brand activations and data-driven marketing through these relationships.
- Revenue Model:
- Primarily B2B: Tournaments, sponsorships, marketing/advertising fees.
- 99% of revenue as of March 31, 2025, from corporate sponsorships (e.g., $667,000 from 7 sponsored tournaments).
- Planned B2C: Subscriptions, in-app purchases, merchandise (not yet meaningful revenue as of March 2025).
- Advertising & Marketing: Targets college-aged gamers for digital ad campaigns with lower CPM ($3.10) and CPC ($0.24) than industry averages, attracting sponsors at scale.
- In-Application Purchases:
- Digital items such as Brag Bucks (in-game currency), Loyalty Tokens, digital overlays, graphics, and other non-consumable in development.
- Brag Bucks are constrained to platform use, non-transferable, with no real-world monetary value.
- Loyalty Tokens are earned through gameplay, leaderboards, and referrals.
- Primarily B2B: Tournaments, sponsorships, marketing/advertising fees.
- Data Insights:
- Post-IPO (planned for Q1 2026), offering anonymized aggregated data to brands.
- Partnerships with Artemis and EVEMeta to develop machine learning solutions for predictive analytics and operational cost savings.
- Technology Infrastructure:
- Hosted on AWS, with partnerships focusing on cost reduction and content streaming optimization.
- Developing proprietary SaaS based on machine learning to analyze Gen Z behavior.
- User Engagement & Membership:
- Nearly 2,000 freemium members (“Braggers”) as of March 2025.
- Membership tiers include Bragger Plus ($2.99/month), Gamer ($4.99/month), Streamer, and Ultimate ($7.99/month).
- Membership perks include early registration, exclusive content, tournament access, discounts, and content creation tools.
- Growth Strategies:
- Expand casual gamer communities, improve platform features, and develop new monetization streams.
- Grow B2B partnerships and brand activations.
- Leverage college sports rivalries and college affiliations (e.g., University of Florida activation in May 2025).
Market & Industry Position
- Market Size & Viewership:
- 3.09 billion gamers worldwide (significant casual and amateur segment).
- U.S. esports viewership estimated at 81 million in 2024 (9% CAGR since 2021).
- U.S. market contributes nearly 45% (~$871 million) to the $2 billion global esports revenue in 2024.
- Competitive Edge:
- Focus on casual and college gamers, underserved segments in esports.
- Proprietary community-building approach integrated with college sports culture.
- First-mover advantage in grassroots, community-driven esports platform tailored for casual college gamers.
Financial & Operational Data
- Employees: 3 full-time employees, subcontracting work to 2 organizations.
- Customer Base:
- Nearly 2,000 freemium members as of March 2025.
- Over 758 tournament participants from almost 250 colleges.
- Revenue:
- Total (as of March 31, 2025): Approximately $667,000 from 7 corporate-sponsored tournaments.
- 99% of revenue from B2B sponsorships and tournaments.
- No significant revenue from subscriptions, merchandise, or in-app purchases yet.
- Net Income & Losses:
- Loss of $3,288,519 in 2024.
- Loss of $4,672,348 in 2023.
- Total equity (as of May 6, 2025): 10,822,588 shares outstanding.
- Website & Platforms:
- Digital presence on Twitch, YouTube, TikTok, Twitter, Meta, and others.
- Main platform hosted via AWS cloud services.
- Stock Market Listing:
- Began trading on Nasdaq under symbol TBH on March 6, 2025.
- Stock price as of May 6, 2025: $0.577.
- 180-day lock-up period for most shares expiring in September 2025.
Summary
Brag House is a rapidly growing esports and social gaming platform dedicated to casual college gamers, with a focus on community-building, partnerships with major brands, and expanding into data-driven marketing. As of May 2025, it has yet to generate meaningful recurring revenue outside of corporate sponsorships but holds significant potential through its content, user engagement, and strategic partnerships. The company has a small team, significant losses, and is transitioning into a public company with plans to develop new revenue streams including subscriptions and data insights.
