Gametime
Gametime is a mobile-first marketplace for last-minute live event tickets.
Analyst Perspective
Gametime is a private consumer ticket marketplace for live sports, concerts and entertainment events. It aggregates primary and resale ticket inventory into a mobile-first web and app experience, with particular emphasis on last-minute discovery, price comparison and rapid checkout. The business serves end consumers rather than enterprise buyers, and competes with ticketing marketplaces such as StubHub, SeatGeek, Vivid Seats and Ticketmaster. The company primarily makes money through transaction fees charged on ticket purchases and sales, giving it a marketplace take-rate model rather than a pure software subscription model. Its value proposition is based on inventory aggregation, convenience, event discovery, seat visualisation and pricing optimisation designed to improve conversion for time-sensitive ticket buyers.
Analyst Signal Briefing
Archived (Stand: 2 Jul 2026)No new strategic signals in the last 90 days. Showing historical briefing.
Gametime has expanded its live event inventory, specifically broadening its basketball and alternative sports categories. Recent additions include BIG3 Basketball, the California Classic, and The Basketball Tournament, alongside fixtures from the Athletes Unlimited Softball League and FIBA Men’s Basketball World Cup Qualifiers. By integrating these niche and international events, the platform is diversifying its market reach beyond traditional major leagues. These updates demonstrate a strategic effort to categorise and capture a wider range of sports audiences across its digital platform.
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Key insights about Gametime
Category Differentiation
This is a consumer live event ticket marketplace, not a gaming company or game distribution platform. It should also be distinguished from enterprise software vendors despite its mobile app and pricing technology.
Gametime: About
Gametime operates a two-sided digital marketplace connecting ticket buyers with primary and secondary ticket supply. It creates value by aggregating event inventory from multiple sources, packaging that inventory in a consumer-friendly mobile interface and using pricing and discovery features to help users purchase quickly, especially close to event start times. Revenue is generated mainly through marketplace service fees on completed transactions, with ancillary monetisation from optional protection products and limited partner-oriented add-ons.
How Gametime Works & Monetises
Business model analysis and core revenue streams
The core monetisation model is a percentage take-rate on ticket transactions, with service fees charged to buyers and sellers representing the main revenue stream. Secondary monetisation includes optional ticket protection or insurance-style add-ons. The supplied product data also points to emerging ancillary revenue from in-app advertising and partner data services, though these appear non-core relative to marketplace fees.
Revenue Channels
Side-by-Side Comparisons
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Products & Services in Categories
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Media Channel
Technology
Gametime: Key Competitors & Alternatives
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Live event ticketing marketplace and enterprise commerce platform.
- Analyze Profile →
Marketplace for buying and reselling live event tickets.
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Ticket marketplace and enterprise ticketing platform for live events.
Recent Signals (Gametime)
Snapchat Launches App Install Ads to Challenge Facebook
Snapchat is introducing App Install Ads in beta, enabling advertisers to target users likely to download apps. The ad format requires users to swipe up to view the full ad and is powered by Snapchat's in-house machine learning technology, used within a bid-for-installs auction to drive cost-efficient installs. Early test partner Gametime reports comparable results to other major platforms, with a cheaper cost per install. The Market appears to be growing, with analysts projecting substantial US revenue potential for app-install ads; Business Insider Intelligence cited a multi-billion dollar US market by 2020. Snapchat reportedly generated about $404 million in ad revenue last year. The company has also engaged Oracle Data Cloud since January to target ads based on real-life purchases, alongside a network of 15 external partners selling inventory.
Read original sourceIs There A Future For The Combo Of Content And Commerce?
This piece analyzes the viability of the content-commerce model for publishers and retailers. It cites Goop from Gwyneth Paltrow as a success story—newsletter, website, online store and an upcoming beauty line, with a $10 million Series A led by New Enterprise Associates in August. Lena Dunham’s Lenny Letter has launched an online shop, while peers such as Refinery29 moved away from commerce and Nasty Gal faced early challenges. Thrillist Media Group acquired JackThreads in 2010, later split into separate companies in October, and Thrillist raised $54 million from Axel Springer as part of the split, while JackThreads secured a further undisclosed round from Oak Investment Partners. Bleacher Report’s Team Stream app partnered with Gametime to let users buy game tickets directly from the app (September). The article argues that true commerce requires long-term, value-added editorial and transparent integration rather than just buy buttons.
Read original sourceGametime: Frequently Asked Questions
What is Gametime?
Gametime is a mobile-first marketplace for buying live event tickets across sports, concerts and entertainment.
Who uses Gametime?
Consumers use Gametime to discover, compare and purchase tickets, especially for last-minute live events.
How does Gametime make money?
Gametime mainly earns transaction fees on ticket sales, with smaller contributions from optional protection products and ancillary services.
Company Facts
- Founded
- 2013
- Core Segment
- B2C Consumer App / Platform
- Company Size
- 201–500
- Official Link
- gametime.co
