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Gameloft SE (Gameloft SE) Cyclically Adjusted PS Ratio : (As of May. 07, 2024)


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What is Gameloft SE Cyclically Adjusted PS Ratio?

Shiller PE for Stocks: The True Measure of Stock Valuation


Gameloft SE Cyclically Adjusted PS Ratio Historical Data

The historical data trend for Gameloft SE's Cyclically Adjusted PS Ratio can be seen below:

* For Operating Data section: All numbers are indicated by the unit behind each term and all currency related amount are in USD.
* For other sections: All numbers are in millions except for per share data, ratio, and percentage. All currency related amount are indicated in the company's associated stock exchange currency.

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Gameloft SE Cyclically Adjusted PS Ratio Chart

Gameloft SE Annual Data
Trend Dec06 Dec07 Dec08 Dec09 Dec10 Dec11 Dec12 Dec13 Dec14 Dec15
Cyclically Adjusted PS Ratio
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Gameloft SE Semi-Annual Data
Dec06 Dec07 Dec08 Jun09 Dec09 Jun10 Dec10 Jun11 Dec11 Jun12 Dec12 Jun13 Dec13 Jun14 Dec14 Jun15 Dec15
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Competitive Comparison of Gameloft SE's Cyclically Adjusted PS Ratio

For the Electronic Gaming & Multimedia subindustry, Gameloft SE's Cyclically Adjusted PS Ratio, along with its competitors' market caps and Cyclically Adjusted PS Ratio data, can be viewed below:

* Competitive companies are chosen from companies within the same industry, with headquarter located in same country, with closest market capitalization; x-axis shows the market cap, and y-axis shows the term value; the bigger the dot, the larger the market cap. Note that "N/A" values will not show up in the chart.


Gameloft SE's Cyclically Adjusted PS Ratio Distribution in the Interactive Media Industry

For the Interactive Media industry and Communication Services sector, Gameloft SE's Cyclically Adjusted PS Ratio distribution charts can be found below:

* The bar in red indicates where Gameloft SE's Cyclically Adjusted PS Ratio falls into.



Gameloft SE Cyclically Adjusted PS Ratio Calculation

Like the Shiller PE Ratio, the Cyclically Adjusted PS Ratio takes the Revenue per Share from the past 10 years, adjusts it for inflation, and then calculates the average. This average is then used for the P/S calculation. Because it considers this 10-year average, it's often referred to as the CAPS Ratio.

The Shiller PE Ratio was first used by professor Robert Shiller to measure the valuation of the overall market. The similar calculation is applied by GuruFocus to calculate the Cyclically Adjusted PS Ratio.

Gameloft SE's Cyclically Adjusted Revenue per Share for the fiscal year that ended in Dec15 is calculated as:

For example, Gameloft SE's adjusted Revenue per Share data for the fiscal year that ended in Dec15 was:

Adj_RevenuePerShare=Revenue per Share/CPI of Dec15 (Change)*Current CPI (Dec15)
=12.86/100.0400*100.0400
=12.860

Current CPI (Dec15) = 100.0400.

Gameloft SE Annual Data

Revenue per Share CPI Adj_RevenuePerShare
200612 4.937 89.710 5.505
200712 7.293 92.030 7.928
200812 8.136 92.950 8.757
200912 9.509 93.800 10.142
201012 9.543 95.450 10.002
201112 10.726 97.800 10.972
201212 13.232 99.100 13.358
201312 14.807 99.800 14.843
201412 12.791 99.860 12.814
201512 12.860 100.040 12.860

Add all the adjusted revenue per share together and divide 10 will get our Cyclically Adjusted Revenue per Share.

Please note that we use the CPI data of the country/region where the company is headquartered. If the CPI data for that country/region is not available, then we will use the CPI data of the United States as default.


Gameloft SE  (OTCPK:GLOFY) Cyclically Adjusted PS Ratio Explanation

Compared with the regular PS Ratio, which works poorly for cyclical businesses, the Cyclically Adjusted PS Ratio smoothed out the fluctuations of revenue during business cycles. Therefore it is more accurate in reflecting the valuation of the company.

If a company has consistent business performance, the Cyclically Adjusted PS Ratio should give similar results to regular PS Ratio.


Gameloft SE Cyclically Adjusted PS Ratio Related Terms

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Gameloft SE (Gameloft SE) Business Description

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Gameloft SE is a European company founded on 1st December 1999. The Company creates and publishes downloadable video games for mobile telephones, smartphones, touch tablets, set-top boxes, and Smart TVs. The Company develops all of its games in-house in its production studios and has its own portfolio of original properties with established franchises, such as Real Football, Asphalt, Modern Combat, Dungeon Hunter, Gangstar and Order & Chaos. On feature phones, smartphones and touch tablets, the Company has three main distribution networks for its games: telephone manufacturers, telecom operators, and its own distribution platform. The telephone manufacturers that are currently the Company's customers and partners are Nokia, Samsung, Apple, LG, ZTE, Motorola, RIM, Huawei, etc. The Company's games are distributed by more than 200 telecom operators in over 100 countries worldwide. Mobile and tablet games can also be downloaded directly from the various Company's portals.

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