Electronic Gaming & Multimedia: Electronic Arts Inc. owns the largest revenue base; Sohu.com Limited has the fastest current growth.
The industry itself · before any single company
How has Electronic Gaming & Multimedia moved against S&P 500?
The line below covers 5.2 years. Over the most recent two of them this industry is 9% ahead of S&P 500. Earnings across its companies fell 9% on average over the last four reported quarters.
ASLEEP · 1y −18.9%~Moving with the index1 of 9 companies ahead of S&P 500 by 5% or more over three months2 are 20% or more behind over a year while earnings grew 20% or more
RS — · 5/9 >200d (+0) · 1/9 lead (−2) · EPS 4/9↑
Electronic Gaming & Multimedia, equal-weighted, based at 200S&P 500, same base, same starttrailing 12-month earnings per share risingfalling
Strength anatomyNarrowHow much of the industry is participating, how recently, and whether the movers score well.
Together1 of 9 stocks moving
Fresh0 crossed in the last 4 weeks
Backed by scoresmovers score +6 vs the industry average
Down the cap ladder — bar is now, tick is four weeks ago
Large0/20
Mid1/3−1
Small0/4−1
Participation is not spreading downward this month; the larger companies are still carrying most of it.
Both lines start at 200 in the same week, so the distance between them is the whole story: the industry line is an equal-weighted index of its 9 companies. The bars underneath are trailing 12-month earnings per share, one bar per reported quarter, each member rebased to 100 at the start and the industry taking the median — so a price line pulling away from flat bars is a re-rating, not earnings. A bar turns red when that figure is lower than the quarter before. Rules are fixed and applied identically everywhere on this site: ahead by 5% or more over three months, or behind by 20% or more over a year while earnings grew 20% or more. Hover any point to read both values and the gap. This is a description of what the numbers did, not advice.
Sector relative strength · before individual stocks
Is Electronic Gaming & Multimedia outperforming S&P 500?
Electronic Gaming & Multimedia has underperformed S&P 500 by 8.6% over the last 52 weeks. Over 13 weeks the gap is a shortfall of 1.7%. 3 of 9 covered companies currently beat the S&P 500 on Mansfield relative strength, so leadership inside the sector is selective. Firy Inc. is the strongest against the sector itself at +26.8%.
-1.7%Sector vs S&P 500 · 13 weeks
-8.6%Sector vs S&P 500 · 52 weeks
3/9Stocks leading S&P 500
3/9Stocks leading sector
Sector metric: — as of latest available · unclassified · direction unavailable.
The central tension: the companies with the most scale are not necessarily the companies creating the most change.
Start with scale. Then earnings trajectory. Then business quality. Only after those three agree should price leadership carry much weight.
Bottom line
Electronic Gaming & Multimedia has underperformed S&P 500 by 8.6% over 52 weeks and 1.7% over 13 weeks. 3 of 9 covered companies beat the S&P 500 on Mansfield relative strength, while 3 of 9 beat the sector itself. Electronic Arts Inc. leads with revenue of $7,531 million, based on 8 of 9 comparable companies through Mar 2026.
Is the Electronic Gaming & Multimedia sector outperforming S&P 500?
Electronic Gaming & Multimedia has underperformed S&P 500 by 8.6% over 52 weeks and 1.7% over 13 weeks. 3 of 9 covered companies beat the S&P 500 on Mansfield relative strength, while 3 of 9 beat the sector itself.
Which Electronic Gaming & Multimedia company is largest by revenue?
Electronic Arts Inc. leads with revenue of $7,531 million, based on 8 of 9 comparable companies through Mar 2026.
Which Electronic Gaming & Multimedia company is growing fastest?
Sohu.com Limited has the fastest current revenue growth at 100%, across 8 of 9 comparable companies.
Which Electronic Gaming & Multimedia company has the strongest 4-Factor Sector Score?
DoubleDown Interactive Co., Ltd. ranks first at 61/100 with 76.2% evidence confidence. The score prioritizes research; it is not a buy recommendation.
Which Electronic Gaming & Multimedia company reports the most CAPEX?
Electronic Arts Inc. reports the largest latest CAPEX at $61 million, with 9 of 9 companies comparable.
Which Electronic Gaming & Multimedia company has the least gross debt?
Sohu.com Limited has the lowest comparable gross debt at $0 million. Take-Two Interactive Software, Inc. has the highest at $2,958 million.
Which Electronic Gaming & Multimedia company has the lowest comparable PEG?
Electronic Arts Inc. has the lowest comparable Guarded PEG at 5.15, among 1 of 9 companies that pass the metric’s comparability rules.
How much history does this Electronic Gaming & Multimedia comparison include?
The page compares up to 20 reported quarters per company for fundamentals, CAPEX, debt and valuation, ending Mar 2026. Missing observations remain blank rather than being estimated.
How is the 4-Factor Sector Score calculated?
The four visible contributions add directly: growth and earnings up to 35 points, capital efficiency up to 25, valuation up to 20, and relative strength up to 20. Missing or stale evidence moves only the affected contribution toward neutral.
Companies
9
complete canonical membership
Combined market value
$137.0B
Electronic Arts Inc.
Revenue growing
7/8
positive TTM year-on-year growth
Beating S&P 500
3/9
positive Mansfield relative strength
Global company selection
00 · research priority, made explicit
4-Factor Sector Score
An additive sector-relative research score. The four displayed point contributions always equal the total: Growth & earnings (35), Capital efficiency (25), Valuation (20), and Relative strength (20). Missing or stale evidence is absorbed inside the affected factor, never applied as a hidden adjustment.
DoubleDown Interactive Co., Ltd. has the strongest current balance of earnings trajectory, business quality, valuation and price confirmation, with 76.2% evidence confidence.
DoubleDown Interactive Co., Ltd. has stronger price confirmation than earnings confirmation; that is a research prompt, not permission to chase.
Missing observations are not scored as bad. Their missing weight lowers confidence and pulls the final score toward neutral. PEG is guarded: positive earnings, positive 5–60% three-year EPS growth, and a positive P/E are required.
Decision use: Acceleration candidate, not a confirmed leader: earnings are strong but sector-relative strength is -34.6% and the one-year return is -18%. Do not upgrade until sector-relative strength is above zero and another reported period confirms growth.
Decision use: Fill the missing evidence before acting; the ranking is deliberately pulled toward neutral.
16.2/35Growth & earnings
Revenue — · PAT — · OPM change —
16% evidence
9.9/25Capital efficiency
ROCE -2.2% · debt/equity —
46% evidence
9.5/20Valuation
P/E 53.2× · PEG —
15% evidence
9.4/20Relative strength
RS sector -1.3% · RS bench -1.1% · 1Y -15.4%
70% evidence
01 · compare level, then change
Revenue Scale & Growth Durability
Electronic Arts Inc. has the highest Revenue among the 9 Electronic Gaming & Multimedia companies compared here, at $7,531 million. Take-Two Interactive Software, Inc. is next at $6,657 million. Sohu.com Limited has the highest Revenue growth at the 100% top of the scoring scale, so level and change sit with different companies.
What the numbers say: Electronic Arts Inc. is the scale leader at $7,531 million, 13.1% ahead of Take-Two Interactive Software, Inc.. Sohu.com Limited's growth is stored at the ≥100% scoring cap; the uncapped TTM change is 129.7% from a $1,022 million base, with 20 reported observations in the 20-quarter window. Treat the growth leader as an acceleration candidate, not as equally proven scale.
LeaderElectronic Arts Inc. · $7,531 million
Gap13.1% versus #2 · Take-Two Interactive Software, Inc.
Persistence5/8 recent comparable periods
Coverage8/9 companies · 161 observations
Investor read: Electronic Arts Inc. is the scale benchmark; Sohu.com Limited is the acceleration watch. Promote the challenger only if growth persists and converts into margin and returns.
This conclusion weakens if: Electronic Arts Inc.'s growth falls below Sohu.com Limited's for two consecutive comparable reports while operating margin also compresses.
Revenue is compared on a common reported-currency basis. Growth is year-on-year, so seasonality does not masquerade as progress.
Revenuelargest
1Electronic Arts Inc. EA$7.5B
2Take-Two Interactive Software, Inc. TTWO$6.7B
3Roblox Corporation RBLX$5.3B
4Playtika Holding Corp. PLTK$2.8B
5Sohu.com Limited SOHU$1.0B
Revenue growthfastest growers
1Sohu.com Limited SOHU100%
2Roblox Corporation RBLX38%
3Firy Inc. FIRY23%
4Take-Two Interactive Software, Inc. TTWO18%
5DoubleDown Interactive Co., Ltd. DDI10%
Revenue · company comparison
8/9 level · 8/9 change
Solid lines show level; dotted lines show change when “Both” is selected. Missing reports break the line rather than being invented.
All-company data · latest reported quarter
Each figure is the company’s latest single reported quarter. The rankings above use trailing-twelve-month or current-market values, so a company can legitimately show a different number in each.
DoubleDown Interactive Co., Ltd. has the highest OPM among the 9 Electronic Gaming & Multimedia companies compared here, at 37.6%. Electronic Arts Inc. is next at 26.6%. Take-Two Interactive Software, Inc. has the highest Margin change at +239.3 percentage points, so level and change sit with different companies. Its OPM series carries 17 reported observations across the 20-quarter window.
What the numbers say: DoubleDown Interactive Co., Ltd. leads opm at 37.6%; Take-Two Interactive Software, Inc. leads margin change at +239.3 percentage points.
LeaderDoubleDown Interactive Co., Ltd. · 37.6%
Gap41.4% versus #2 · Electronic Arts Inc.
Persistence4/8 recent comparable periods
Coverage8/9 companies · 156 observations
Investor read: DoubleDown Interactive Co., Ltd. sets the level benchmark; use the change leader as an inflection watch only after another comparable report confirms it.
This conclusion weakens if: The next two comparable reports reverse the current margin change signal.
Operating margin compares operating profit with revenue. Improvement is measured in percentage points, not percentage growth.
OPMhighest
1DoubleDown Interactive Co., Ltd. DDI38%
2Electronic Arts Inc. EA27%
3GDEV Inc. GDEV21%
4Take-Two Interactive Software, Inc. TTWO0.6%
5Sohu.com Limited SOHU-4.8%
Margin changefastest expanders
1Take-Two Interactive Software, Inc. TTWO+239.3 pp
2Firy Inc. FIRY+40.6 pp
3Sohu.com Limited SOHU+9.2 pp
4GDEV Inc. GDEV+8.4 pp
5Electronic Arts Inc. EA+5.8 pp
Operating margin · company comparison
8/9 level · 8/9 change
Solid lines show level; dotted lines show change when “Both” is selected. Missing reports break the line rather than being invented.
All-company data · latest reported quarter
Each figure is the company’s latest single reported quarter. The rankings above use trailing-twelve-month or current-market values, so a company can legitimately show a different number in each.
Electronic Arts Inc. has the highest Net profit among the 9 Electronic Gaming & Multimedia companies compared here, at $887 million. DoubleDown Interactive Co., Ltd. is next at $114 million. GDEV Inc. has the highest Profit growth at the 100% top of the scoring scale, so level and change sit with different companies.
What the numbers say: Electronic Arts Inc. leads with $887 million of TTM profit, 678.1% above DoubleDown Interactive Co., Ltd.. GDEV Inc. shows ≥100% on the scoring scale (165.4% uncapped) growth from a $69 million profit base. Compare the size of the base and persistence before ranking acceleration above profit scale.
LeaderElectronic Arts Inc. · $887 million
Gap678.1% versus #2 · DoubleDown Interactive Co., Ltd.
Persistence3/8 recent comparable periods
Coverage8/9 companies · 161 observations
Investor read: Electronic Arts Inc. sets the level benchmark; use the change leader as an inflection watch only after another comparable report confirms it.
This conclusion weakens if: The next two comparable reports reverse the current profit growth signal.
Net profit is the residual after operating costs, interest and tax. Growth off a loss or near-zero base is excluded from the fastest-grower rank.
Net profitlargest
1Electronic Arts Inc. EA$887M
2DoubleDown Interactive Co., Ltd. DDI$114M
3GDEV Inc. GDEV$69M
4Sohu.com Limited SOHU$-32M
5Firy Inc. FIRY$-64M
Profit growthfastest growers
1GDEV Inc. GDEV100%
2DoubleDown Interactive Co., Ltd. DDI-3.4%
3Electronic Arts Inc. EA-21%
4Sohu.com Limited SOHU-127%
5Playtika Holding Corp. PLTK-311%
Net profit · company comparison
8/9 level · 5/9 change
Solid lines show level; dotted lines show change when “Both” is selected. Missing reports break the line rather than being invented.
All-company data · latest reported quarter
Each figure is the company’s latest single reported quarter. The rankings above use trailing-twelve-month or current-market values, so a company can legitimately show a different number in each.
Electronic Arts Inc. has the highest CAPEX among the 9 Electronic Gaming & Multimedia companies compared here, at $61 million. Take-Two Interactive Software, Inc. is next at $37 million. The same company also holds the highest CAPEX intensity, at 2.9%. 9 of 9 companies report a comparable reading, the latest through Mar 2026.
What the numbers say: Electronic Arts Inc. reports $61 million of CAPEX; Electronic Arts Inc. has the highest covered intensity at 2.9%. Coverage is only 9 of 9 companies and 142 reported observations, so this is partial evidence—not a complete sector rank.
LeaderElectronic Arts Inc. · $61 million
Gap64.9% versus #2 · Take-Two Interactive Software, Inc.
Persistence8/8 recent comparable periods
Coverage9/9 companies · 142 observations
Investor read: Use the CAPEX rank as a diligence queue. Verify commissioning, utilization, cash conversion and post-investment ROCE before treating spend as value creation.
This conclusion weakens if: CAPEX rises without higher utilization, operating cash flow or incremental returns.
CAPEX is cash spent on property, plant, equipment and other reported capital assets. CAPEX intensity divides that spend by revenue; high intensity is a reinvestment signal, not proof that the reinvestment will earn attractive returns.
CAPEXlargest spenders
1Electronic Arts Inc. EA$61M
2Take-Two Interactive Software, Inc. TTWO$37M
3Roblox Corporation RBLX$33M
4Playtika Holding Corp. PLTK$6M
5CTW CTW$1M
CAPEX intensityhighest reinvestment intensity
1Electronic Arts Inc. EA2.9%
2CTW CTW2.4%
3Roblox Corporation RBLX2.3%
4Take-Two Interactive Software, Inc. TTWO2.2%
5Playtika Holding Corp. PLTK0.8%
Capital expenditure · company comparison
9/9 level · 9/9 change
Solid lines show level; dotted lines show change when “Both” is selected. Missing reports break the line rather than being invented.
All-company data · latest reported quarter
Each figure is the company’s latest single reported quarter. The rankings above use trailing-twelve-month or current-market values, so a company can legitimately show a different number in each.
Capacity base is net fixed assets plus capital work in progress, straight off the reported balance sheet. It is not cash spent, so it answers a narrower question than CAPEX — but it is reported for companies whose cash-flow CAPEX is not published, which is why it leads here. Missing years remain blank; annual values are never relabelled as quarters.
Full annual capacity base, operating cash flow, CAPEX and free cash flow history
Capacity base · net fixed assets + CWIP · fiscal-year history
Sohu.com Limited has the lowest Gross debt among the 9 Electronic Gaming & Multimedia companies compared here, at $0 million. GDEV Inc. is next at $1 million. Roblox Corporation has the lowest Net debt at $1,566 million net cash, so level and change sit with different companies. 8 of 9 companies report a comparable reading, the latest through Mar 2026.
What the numbers say: Roblox Corporation has the clearest covered balance-sheet capacity with $1,566 million net cash and gross debt of $1,633 million. Absolute debt alone does not identify the strongest balance sheet because company scale differs; net debt and debt-to-equity carry more information.
LeaderSohu.com Limited · $0 million
Gap100% versus #2 · GDEV Inc.
Persistence8/8 recent comparable periods
Coverage8/9 companies · 154 observations
Investor read: Prioritize net-cash capacity and leverage relative to operating scale, not the smallest absolute rupee debt.
This conclusion weakens if: Net debt rises faster than revenue and profit for two consecutive reported periods.
Gross debt shows contractual borrowings. Net debt subtracts reported cash; a negative value means net cash. Lower debt can create capacity, but should be read against the scale and capital intensity of the business.
Gross debtlowest gross debt
1Sohu.com Limited SOHU$0M
2GDEV Inc. GDEV$1M
3DoubleDown Interactive Co., Ltd. DDI$39M
4Firy Inc. FIRY$129M
5Electronic Arts Inc. EA$1.5B
Net debtlowest net debt
1Roblox Corporation RBLX$-1.6B
2Electronic Arts Inc. EA$-1.5B
3Sohu.com Limited SOHU$-808M
4DoubleDown Interactive Co., Ltd. DDI$-494M
5GDEV Inc. GDEV$-107M
Debt and balance-sheet capacity · company comparison
8/9 level · 8/9 change
Solid lines show level; dotted lines show change when “Both” is selected. Missing reports break the line rather than being invented.
All-company data · latest reported quarter
Each figure is the company’s latest single reported quarter. The rankings above use trailing-twelve-month or current-market values, so a company can legitimately show a different number in each.
GDEV Inc. has the highest ROCE among the 9 Electronic Gaming & Multimedia companies compared here, at 387.1%. Electronic Arts Inc. is next at 6.2%. The same company also holds the highest ROCE change, at +291.7 percentage points. 9 of 9 companies report a comparable reading, the latest through Dec 2025.
What the numbers say: GDEV Inc. leads ROCE at 387.1%, 380.9 percentage points above Electronic Arts Inc.. GDEV Inc. has the strongest latest improvement at +291.7 percentage points. Read the leader beside the density of its reported history: a sparse high return is a candidate; a repeated high return is evidence of durability.
LeaderGDEV Inc. · 387.1%
Gap62.4× versus #2 · Electronic Arts Inc.
Persistence5/8 recent comparable periods
Coverage9/9 companies · 162 observations
Investor read: GDEV Inc. sets the level benchmark; use the change leader as an inflection watch only after another comparable report confirms it.
This conclusion weakens if: The next two comparable reports reverse the current roce change signal.
ROCE asks how much operating return the business earns on the capital employed. Direction matters, but a single exceptional year should not be mistaken for durability.
ROCEhighest
1GDEV Inc. GDEV387%
2Electronic Arts Inc. EA6.2%
3DoubleDown Interactive Co., Ltd. DDI3.7%
4Take-Two Interactive Software, Inc. TTWO0.2%
5Sohu.com Limited SOHU-0.5%
ROCE changefastest improvers
1GDEV Inc. GDEV+291.7 pp
2Take-Two Interactive Software, Inc. TTWO+49.3 pp
3Electronic Arts Inc. EA+2.1 pp
4Sohu.com Limited SOHU+0.8 pp
5Firy Inc. FIRY+0.6 pp
Return on capital · company comparison
9/9 level · 9/9 change
Solid lines show level; dotted lines show change when “Both” is selected. Missing reports break the line rather than being invented.
All-company data · latest reported quarter
Each figure is the company’s latest single reported quarter. The rankings above use trailing-twelve-month or current-market values, so a company can legitimately show a different number in each.
Electronic Arts Inc. has the lowest Guarded PEG among the 9 Electronic Gaming & Multimedia companies compared here, at 5.15×. DoubleDown Interactive Co., Ltd. has the lowest P/E at 0.01×, so level and change sit with different companies. 1 of 9 companies report a comparable reading, the latest through Mar 2026.
What the numbers say: Electronic Arts Inc. has the lowest comparable Guarded PEG at 5.15×. Only 1 of 9 companies pass the guard, so no broad “cheapest stock” conclusion is defensible unless the current multiple, own-history position and growth durability agree.
LeaderElectronic Arts Inc. · 5.15×
GapNot enough peers
Persistence0/8 recent comparable periods
Coverage1/9 companies · 8 observations
Investor read: Treat valuation as permission to investigate, never as a standalone reason to buy.
This conclusion weakens if: The next two comparable reports reverse the current p/e signal.
PEG is shown only when earnings are positive and three-year EPS growth is between 5% and 60%. It is recomputed consistently as the trailing P/E divided by that growth rate — reported earnings, never an expected-earnings multiple. On Indian companies it is shown only where the two data sources reconciled. A missing PEG is more honest than a low-base fiction.
Guarded PEGlowest PEG
1Electronic Arts Inc. EA5.2
P/Elowest P/E
1DoubleDown Interactive Co., Ltd. DDI0.0
2Sohu.com Limited SOHU2.3
3GDEV Inc. GDEV4.0
4Playtika Holding Corp. PLTK16.2
5CTW CTW53.2
Valuation · company comparison
1/9 level · 7/9 change
Solid lines show level; dotted lines show change when “Both” is selected. Missing reports break the line rather than being invented.
All-company data · latest reported quarter
Each figure is the company’s latest single reported quarter. The rankings above use trailing-twelve-month or current-market values, so a company can legitimately show a different number in each.
Firy Inc. has the lowest EV/EBITDA among the 9 Electronic Gaming & Multimedia companies compared here, at 1.1×. DoubleDown Interactive Co., Ltd. is next at 1.42×. DoubleDown Interactive Co., Ltd. has the lowest P/BV at 0×, so level and change sit with different companies. 8 of 9 companies report a comparable reading, the latest through Mar 2026.
What the numbers say: Firy Inc. leads ev/ebitda at 1.1×; DoubleDown Interactive Co., Ltd. leads p/bv at 0×.
LeaderFiry Inc. · 1.1×
Gap22.5% versus #2 · DoubleDown Interactive Co., Ltd.
Persistence0/8 recent comparable periods
Coverage8/9 companies · 94 observations
Investor read: Treat valuation as permission to investigate, never as a standalone reason to buy.
This conclusion weakens if: The next two comparable reports reverse the current p/bv signal.
EV/EBITDA includes debt in enterprise value and is useful across different capital structures. P/BV prices the company against its own book. Both are market multiples on reported figures, not intrinsic-value estimates and not forecasts.
EV/EBITDAlowest EV/EBITDA
1Firy Inc. FIRY1.1
2DoubleDown Interactive Co., Ltd. DDI1.4
3GDEV Inc. GDEV2.1
4Sohu.com Limited SOHU6.7
5Playtika Holding Corp. PLTK28.6
P/BVlowest P/BV
1DoubleDown Interactive Co., Ltd. DDI0.0
2Sohu.com Limited SOHU0.3
3Firy Inc. FIRY0.4
4CTW CTW2.9
5Electronic Arts Inc. EA7.6
Enterprise and book valuation · company comparison
8/9 level · 7/9 change
Solid lines show level; dotted lines show change when “Both” is selected. Missing reports break the line rather than being invented.
All-company data · latest reported quarter
Each figure is the company’s latest single reported quarter. The rankings above use trailing-twelve-month or current-market values, so a company can legitimately show a different number in each.
Electronic Arts Inc. has the strongest one-year price move in Electronic Gaming & Multimedia at +33%. Firy Inc. leads on Mansfield relative strength against the S&P 500 at +25.3%. 3 of 9 covered companies are above zero on that measure. Every line covers 314 weekly closes through 2026-07-28.
Every price line is indexed to 100 over the chosen window. Mansfield relative strength compares a price ratio with its own 52-week average; zero separates leadership from lagging.
Price and relative strength
Price is rebased to 100 inside the selected window. Pair ratio rebases each selected company against one chosen denominator.
Before the conclusion · check the blind spots
What can make this comparison misleading?
This Electronic Gaming & Multimedia comparison names 5 specific ways its own evidence can mislead, all listed below. All 9 companies here report on comparable dates, so no rank carries a stale marker. 1 of the 8 ranked sections has fewer than three usable current readings. A high growth rate can still be a low-base artefact.
Keep these limits visible
A high growth rate can be a low-base artefact. The page keeps level and change separate for that reason.
A high ROCE can be temporary or flattered by a small capital base. Read it beside margin, cash conversion and reinvestment.
The 4-Factor Sector Score ranks research priority, not portfolio action. Management quality, catalysts and risks need equally fresh evidence before capital is deployed.
An “all companies” line chart preserves completeness, but rank changes should be checked against reporting dates before drawing a conclusion.
Thin comparisons: Valuation have fewer than three usable current readings.
10 · the complete set
Which companies are included?
All 9 companies in the canonical Electronic Gaming & Multimedia membership are listed below, largest market value first — nothing is silently dropped, even where a company reports too little to rank. The charts above default to a selective view; this register is the complete set, with each company's own latest reporting date beside it.
AHEAD means the company is beating the index by 5% or more over three months. LAGGING, FUNDAMENTALS UP means it is 20% or more behind over a year while its trailing twelve-month earnings grew 20% or more. Both rules are fixed and applied the same way in every sector.
This comparison is built from the reported filings of 9 Electronic Gaming & Multimedia companies, normalized to a common $ scale and a shared quarter axis of up to 20 quarters each. Fundamentals run through Mar 2026 and market data through 2026-07-28. A second data feed fills gaps only after identity and scale reconciliation, and missing observations are never interpolated.
FundamentalsThrough Mar 2026 · up to 20 quarters per company
Market dataThrough 2026-07-28 · weekly price and relative-strength history
Derived metricsGrowth, changes, CAPEX intensity, net debt, guarded PEG and P/BV÷ROE are calculated only when their inputs are comparable.
Score confidenceMissing and stale evidence reduces confidence and pulls the 0–100 research-priority score toward neutral.
Electronic Gaming & Multimedia company comparison FAQs
These 18 answers restate the Electronic Gaming & Multimedia comparison above in question form. Every one is computed from the same 9 companies and the same reported filings as the rankings and charts, current through Mar 2026. Price and relative-strength answers run through 2026-07-28. Nothing here is estimated, and none of it is a recommendation.
Which Electronic Gaming & Multimedia company is the biggest?
Electronic Arts Inc. is the largest, with trailing-twelve-month revenue of $7,531 million, ahead of Take-Two Interactive Software, Inc. at $6,657 million. That covers 8 of 9 companies with comparable reporting through Mar 2026.
Which Electronic Gaming & Multimedia company is growing fastest?
Sohu.com Limited has the fastest revenue growth at 100% year on year, across 8 of 9 comparable companies. Fast growth off a small base is not the same as proven scale — check whether the rate holds across several quarters on the chart above before treating it as a trend.
Which Electronic Gaming & Multimedia company has the best profit margins?
DoubleDown Interactive Co., Ltd. has the highest operating margin at 37.6%, from 8 of 9 comparable companies. Take-Two Interactive Software, Inc. shows the biggest recent improvement, at +239.3 percentage points. A high margin matters most when it is holding or rising, not when it is peaking.
Which Electronic Gaming & Multimedia company makes the most profit?
Electronic Arts Inc. earns the most, at $887 million of trailing-twelve-month net profit, from 8 of 9 comparable companies. GDEV Inc. has the fastest profit growth at 100%, though growth off a small or recovering profit base overstates how much has actually changed.
Which Electronic Gaming & Multimedia company earns the highest return on capital?
GDEV Inc. leads on return on capital employed at 387.1%, across 9 of 9 companies. Read it beside the length of its reported history: a high return that repeats for years is evidence of a durable business, while a single high reading can be a small capital base or one good year.
Which Electronic Gaming & Multimedia stock is the cheapest?
On guarded PEG — where a LOWER number is cheaper — Electronic Arts Inc. screens cheapest at 5.15×. Only 1 of 9 companies pass the comparability guard, so this is not a sector-wide "cheapest stock" verdict. Cheap on a multiple is a reason to investigate, never a reason to buy on its own.
Which Electronic Gaming & Multimedia company has the strongest balance sheet?
Sohu.com Limited carries the lowest comparable gross debt at $0 million, from 8 of 9 companies. Absolute rupee debt alone does not settle it, because company scale differs — net debt and debt-to-equity in the chart above carry more information, and a very low-debt balance sheet can also mean under-investment.
Which Electronic Gaming & Multimedia company is investing most in new capacity?
Electronic Arts Inc. reports the largest capital spending at $61 million, across 9 of 9 companies. Spending consumes cash before it earns anything, so treat the ranking as a diligence queue: check commissioning, utilisation and the return earned on the completed assets before reading spend as value creation.
Is the Electronic Gaming & Multimedia sector beating the market?
Electronic Gaming & Multimedia has underperformed S&P 500 by 8.6% over the last 52 weeks and 1.7% over 13 weeks, measured on an equal-weight index of its current members. Inside the sector, 3 of 9 covered companies are beating the market on their own. Sector strength does not transfer evenly to every stock in it.
Which Electronic Gaming & Multimedia stock has the strongest price momentum?
Firy Inc. has the strongest relative strength against S&P 500. Relative strength answers last, after growth, quality and valuation: price can move well before the fundamentals confirm it, and sometimes without them confirming at all.
Which Electronic Gaming & Multimedia company scores highest for research priority?
DoubleDown Interactive Co., Ltd. scores 61 out of 100 with 76.2% evidence confidence, from 15.4 points on growth and earnings, 16.5 on capital efficiency, 11.5 on valuation and 17.6 on relative strength. This ranks what deserves work next. It is not a buy recommendation, and management quality, catalysts and risk still need separate research.
How many Electronic Gaming & Multimedia companies does this comparison cover, and over what period?
It compares 9 listed companies over up to 20 reported quarters of fundamentals and 6 fiscal years of capital allocation, ending Mar 2026, plus weekly price and relative-strength history. Membership is the full sector list — nothing is dropped for having thin data.
What is the total market cap of the Electronic Gaming & Multimedia sector?
The 9 Electronic Gaming & Multimedia companies on this page carry $137,038 million of combined market value. Electronic Arts Inc. is the largest at $52,374 million, about 38% of the sector's total on its own. Market value moves with price, so this reading is dated 2026-07-28.
What is the Electronic Gaming & Multimedia sector's P/E ratio?
The median price-to-earnings ratio across the 9 Electronic Gaming & Multimedia companies on this page is 16.2×, measured on the 7 that report a comparable figure. A sector-level history for this multiple is not held here, so this is a cross-section of today, not a comparison with the sector’s own past. Figures are as of 2026-07-28.
How is the Electronic Gaming & Multimedia sector performing?
3 of the 9 covered Electronic Gaming & Multimedia companies are beating S&P 500 on Mansfield relative strength. The sector itself is 8.6% behind S&P 500 over 52 weeks on an equal-weight index of its current members. Readings are as of 2026-07-28.
How many Electronic Gaming & Multimedia stocks are listed in the US?
This comparison covers 9 listed Electronic Gaming & Multimedia companies in the US, each above the size floor the site applies. The full ranked list is on this page, with reported fundamentals through Mar 2026. Membership is the full industry list — nothing is dropped for having thin data.
Why are some values on this page blank?
A blank means that company did not report a comparable figure for that period, so nothing is shown. Missing observations are never interpolated, carried forward, or replaced with a similar-looking accounting line, and a company with missing evidence has its research score pulled toward neutral rather than being scored as bad.
Is this investment advice?
No. Every figure here is a deterministic calculation from reported company filings and market data, published for research. It contains no recommendation to buy or sell any security, does not account for your circumstances, and is not a substitute for advice from a licensed adviser.