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Blue Hat Interactive Entertainment Technology (Blue Hat Interactive Entertainment Technology) 3-Year Book Growth Rate : -54.20% (As of Jun. 2023)


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What is Blue Hat Interactive Entertainment Technology 3-Year Book Growth Rate?

Blue Hat Interactive Entertainment Technology's Book Value per Share for the quarter that ended in Jun. 2023 was $0.81.

During the past 12 months, Blue Hat Interactive Entertainment Technology's average Book Value per Share Growth Rate was -94.10% per year. During the past 3 years, the average Book Value per Share Growth Rate was -54.20% per year. During the past 5 years, the average Book Value per Share Growth Rate was -27.20% per year. Please click Growth Rate Calculation Example (GuruFocus) to see how GuruFocus calculates Wal-Mart Stores Inc (WMT)'s revenue growth rate. You can apply the same method to get the average Book Value per Share growth rate.

During the past 6 years, the highest 3-Year average Book Value per Share Growth Rate of Blue Hat Interactive Entertainment Technology was 34.80% per year. The lowest was -54.20% per year. And the median was -29.70% per year.


Competitive Comparison of Blue Hat Interactive Entertainment Technology's 3-Year Book Growth Rate

For the Electronic Gaming & Multimedia subindustry, Blue Hat Interactive Entertainment Technology's 3-Year Book Growth Rate, along with its competitors' market caps and 3-Year Book Growth Rate 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.


Blue Hat Interactive Entertainment Technology's 3-Year Book Growth Rate Distribution in the Interactive Media Industry

For the Interactive Media industry and Communication Services sector, Blue Hat Interactive Entertainment Technology's 3-Year Book Growth Rate distribution charts can be found below:

* The bar in red indicates where Blue Hat Interactive Entertainment Technology's 3-Year Book Growth Rate falls into.



Blue Hat Interactive Entertainment Technology 3-Year Book Growth Rate Calculation

This is the 3-year average growth rate of Book Value per Share. The growth rate is calculated using exponential compounding based on the latest four year annual data.

Please click Growth Rate Calculation Example (GuruFocus) to see how GuruFocus calculates Wal-Mart Stores Inc (WMT)'s revenue growth rate. You can apply the same method to get the average Book Value per Share growth rate.


Blue Hat Interactive Entertainment Technology  (NAS:BHAT) 3-Year Book Growth Rate Explanation

Book Value per Share is the ratio of equity available to common shareholders divided by the shares outstanding. Book value per share effectively indicates a firm's net asset value on a per-share basis. It can be used by investors to gauge whether a stock price is undervalued by comparing it to the firm's market value per share. Theoretically, it is what the shareholders will receive if the company is liquidated.


Blue Hat Interactive Entertainment Technology 3-Year Book Growth Rate Related Terms

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Blue Hat Interactive Entertainment Technology (Blue Hat Interactive Entertainment Technology) Business Description

Traded in Other Exchanges
Address
No. 1010 Anling Road, 7th Floor, Building C, Huli District, Xiamen, CHN, 361009
Blue Hat Interactive Entertainment Technology is a producer, developer, and operator of augmented reality (AR) interactive entertainment games and toys in China, including interactive educational materials, mobile games, and toys with mobile game features. The company's products include AR Racer, AR Crazy Bug, AR 3D Magic Box, AR Dinosaur, Talking Tom and Friends Bouncing Bubble, and Immersive Education Classes. The company reports in the following segments: Interactive toys - animation series, Interactive toys - game series, and Mobile games, Information services, and Communication services, out of which the majority of the revenue is generated from the game series. The majority of its revenues are generated in China.