ENTEF (ESE Entertainment) Cash Conversion Cycle: -113.61 (As of Jul. 2025)


What is ESE Entertainment Cash Conversion Cycle?

ESE Entertainment ENTEF +19.71% Cash Conversion Cycle is -113.61 as of Jul. 2025. The stock has 4 warning signs investors should review.

Cash Conversion Cycle is one of several measures of management effectiveness. It equals Days Sales Outstanding + Days Inventory - Days Payable.

ESE Entertainment's Days Sales Outstanding for the three months ended in Jul. 2025 was 22.09.
ESE Entertainment's Days Inventory for the three months ended in Jul. 2025 was 0.
ESE Entertainment's Days Payable for the three months ended in Jul. 2025 was 135.7.
Therefore, ESE Entertainment's Cash Conversion Cycle (CCC) for the three months ended in Jul. 2025 was -113.61.


ESE Entertainment  (OTCPK:ENTEF) Cash Conversion Cycle Explanation

Generally, the lower this number is, the better for the company. Although it should be combined with other metrics (such as ROE % and ROA %), it can be especially useful for comparing close competitors, because the company with the lowest CCC is often the one with better management.


Be Aware

CCC is most effective with retail-type companies, which have inventories that are sold to customers. Consulting businesses, software companies and insurance companies are all examples of companies for whom this metric is meaningless.

The CCC is one of several tools that can help you evaluate management, especially if it is calculated for several consecutive time periods and for several competitors. Decreasing or steady CCCs are good, while rising ones should motivate you to dig a bit deeper.


ESE Entertainment Cash Conversion Cycle Related Terms


ESE Entertainment Cash Conversion Cycle Historical Data

* Premium members only.

The historical data trend for ESE Entertainment's Cash Conversion Cycle 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.

ESE Entertainment Cash Conversion Cycle Chart

ESE Entertainment Annual Data
Trend Oct19 Oct20 Oct21 Oct22 Oct23 Oct24
Cash Conversion Cycle
Get a 7-Day Free Trial 162.08 7.60 28.03 202.65 -217.30

ESE Entertainment Quarterly Data
Oct20 Jan21 Apr21 Jul21 Oct21 Jan22 Apr22 Jul22 Oct22 Jan23 Apr23 Jul23 Oct23 Jan24 Apr24 Jul24 Oct24 Jan25 Apr25 Jul25
Cash Conversion Cycle Get a 7-Day Free Trial Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only Premium Member Only -46.36 0.00 -172.09 -177.26 -113.61

ENTEF vs MVNC, VYRE, ZNB: Cash Conversion Cycle Comparison

For the Entertainment subindustry, ESE Entertainment's Cash Conversion Cycle, along with its competitors' market caps and Cash Conversion Cycle 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.


ESE Entertainment Cash Conversion Cycle vs Media - Diversified Industry

For the Media - Diversified industry and Communication Services sector, ESE Entertainment's Cash Conversion Cycle distribution charts can be found below:

* The bar in red indicates where ESE Entertainment's Cash Conversion Cycle falls into.



ESE Entertainment Cash Conversion Cycle Calculation

Cash Conversion Cycle (CCC) measures how fast a company can convert cash on hand into even more cash on hand. This metric looks at the amount of time needed to sell inventory, the amount of time needed to collect receivables and the length of time the company is afforded to pay its bills without incurring penalties.

Cash Conversion Cycle is one of several measures of management effectiveness.

ESE Entertainment's Cash Conversion Cycle for the fiscal year that ended in Oct. 2024 is calculated as

Cash Conversion Cycle=Days Sales Outstanding +Days Inventory-Days Payable
=96.01+3.84-317.15
=-217.30

ESE Entertainment's Cash Conversion Cycle for the quarter that ended in Jul. 2025 is calculated as:

Cash Conversion Cycle=Days Sales Outstanding+Days Inventory-Days Payable
=22.09+0-135.7
=-113.61

* 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.

Frequently Asked Questions Learn more about Cash Conversion Cycle →
What does a Cash Conversion Cycle of -113.61 mean?
ESE Entertainment (ENTEF) has a Cash Conversion Cycle of -113.61 as of Jul. 2025. Cash conversion cycle equals sum of days inventory and days sales outstanding less days payable. View historical data on ESE Entertainment and its competitors.
Is ESE Entertainment's Cash Conversion Cycle too high?
ESE Entertainment's current Cash Conversion Cycle is -113.61.
How does ESE Entertainment's Cash Conversion Cycle compare to MVNC and VYRE?
ESE Entertainment's Cash Conversion Cycle of -113.61 can be compared against companies in the Media - Diversified industry. The industry median Cash Conversion Cycle is 20.32. See the competitive comparison table and distribution chart on this page for a detailed peer-by-peer breakdown.
What is a good Cash Conversion Cycle for a Media - Diversified company?
The median Cash Conversion Cycle among Media - Diversified companies is 20.32, based on 1,012 companies in the industry. Companies in the top quartile (top 25%) have a Cash Conversion Cycle significantly above this median, while those in the bottom quartile fall well below. However, Cash Conversion Cycle should not be evaluated in isolation — investors should consider it alongside profitability, growth, and financial strength metrics. Use the industry distribution chart on this page to see where any company falls relative to its peers.
What does a high Cash Conversion Cycle mean?
A high Cash Conversion Cycle can signal that a stock is expensive relative to its fundamentals. Cash conversion cycle equals sum of days inventory and days sales outstanding less days payable. View historical data on ESE Entertainment and its competitors. For the Media - Diversified industry, the median Cash Conversion Cycle is 20.32 — values significantly above this may indicate overvaluation, while values below may suggest a bargain or underlying issues. ESE Entertainment's current Cash Conversion Cycle is -113.61. However, context matters — high-growth companies often justify higher valuations. Always evaluate alongside other metrics like GF Score™ and GF Value™.
Is ESE Entertainment stock overvalued right now?
Based on GuruFocus' analysis, ESE Entertainment (ENTEF) is currently considered Modestly Overvalued. The stock's GF Value™ is $0.02, compared to a current price of $0.03 — trading 25.7% above its estimated fair value. The current Cash Conversion Cycle is -113.61. Investors should evaluate multiple metrics — including profitability, growth, and financial strength — before making a decision.
How is Cash Conversion Cycle calculated?
Cash Conversion Cycle is calculated from a company's financial statements. For ESE Entertainment (ENTEF), the current Cash Conversion Cycle is -113.61 as of Jul. 2025. GuruFocus calculates this using data sourced from SEC filings and annual reports. See the calculation section and 30-year financial data on this page for the full breakdown.

ESE Entertainment Business Description

Address 409 Granville Street, Suite 1600, Vancouver, BC, CAN, V6C 1T2
ESE Entertainment Inc is an entertainment and technology company focused on gaming and esports, in the business of attracting gamers and fans to its clients, such as video game developers, publishers, and brands. The company provides a range of services to video game developers, publishers, and brands by providing technology, infrastructure, and fan engagement services internationally. It also operates e-commerce channels, e-sports teams, and gaming leagues. It operates in two industry segments digital media and entertainment, and Corporate. It generates the majority of its revenue from digital media and entertainment. Its geographic segments are Ireland, Canada, Poland, and Romania. It generates the majority of its revenue from Canada.