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International Game Technology (FRA:IGT) Cyclically Adjusted Revenue per Share : €0.00 (As of Dec. 2014)


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What is International Game Technology Cyclically Adjusted Revenue per Share?

E10 is a concept invented by Prof. Robert Shiller, who uses E10 for his Shiller PE Ratio calculation. E10 is the average of the inflation adjusted earnings of a company over the past 10 years. The similar calculation is applied by GuruFocus to calculate the Cyclically Adjusted Revenue per Share and the Cyclically Adjusted PS Ratio. The Cyclically Adjusted Revenue per Share is the average of the inflation adjusted Revenue per Share of a company over the past 10 years.

International Game Technology's adjusted revenue per share for the three months ended in Dec. 2014 was €1.462. Add all the adjusted revenue per share for the past 10 years together and divide the count will get our Cyclically Adjusted Revenue per Share, which is €0.00 for the trailing ten years ended in Dec. 2014.

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 Cyclically Adjusted Revenue Growth Rate using Cyclically Adjusted Revenue per Share data.

As of today (2024-04-30), International Game Technology's current stock price is €16.21. International Game Technology's Cyclically Adjusted Revenue per Share for the quarter that ended in Dec. 2014 was €0.00. International Game Technology's Cyclically Adjusted PS Ratio of today is .


International Game Technology Cyclically Adjusted Revenue per Share Historical Data

The historical data trend for International Game Technology's Cyclically Adjusted Revenue per Share 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.

* Premium members only.

International Game Technology Cyclically Adjusted Revenue per Share Chart

International Game Technology Annual Data
Trend Sep05 Sep06 Sep07 Sep08 Sep09 Sep10 Sep11 Sep12 Sep13 Sep14
Cyclically Adjusted Revenue per Share
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International Game Technology Quarterly Data
Mar10 Jun10 Sep10 Dec10 Mar11 Jun11 Sep11 Dec11 Mar12 Jun12 Sep12 Dec12 Mar13 Jun13 Sep13 Dec13 Mar14 Jun14 Sep14 Dec14
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Competitive Comparison of International Game Technology's Cyclically Adjusted Revenue per Share

For the Gambling subindustry, International Game Technology'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.


International Game Technology's Cyclically Adjusted PS Ratio Distribution in the Travel & Leisure Industry

For the Travel & Leisure industry and Consumer Cyclical sector, International Game Technology's Cyclically Adjusted PS Ratio distribution charts can be found below:

* The bar in red indicates where International Game Technology's Cyclically Adjusted PS Ratio falls into.



International Game Technology Cyclically Adjusted Revenue per Share Calculation

E10 is a concept invented by Prof. Robert Shiller, who uses E10 for his Shiller PE Ratio calculation. E10 is the average of the inflation adjusted earnings of a company over the past 10 years. The similar calculation is applied by GuruFocus to calculate the Cyclically Adjusted Revenue per Share and the Cyclically Adjusted PS Ratio. The Cyclically Adjusted Revenue per Share is the average of the inflation adjusted Revenue per Share of a company over the past 10 years.

What is Cyclically Adjusted Revenue per Share? How do we calculate Cyclically Adjusted Revenue per Share?

Cyclically Adjusted Revenue per Share is the average of the inflation adjusted Revenue per Share of a company over the past 10 years. Let's use an example to explain.

If we want to calculate the Cyclically Adjusted Revenue per Share of Wal-Mart (WMT) for Dec. 31, 2010, we need to have the inflation data and the revenue per share from 2001 through 2010.

We adjusted the 2001 revenue per share data with the total inflation from 2001 through 2010 to the equivalent revenue in 2010. If the total inflation from 2001 to 2010 is 40%, and Wal-Mart's revenue is $1 a share in 2001, then the 2001's equivalent revenue in 2010 is $1.4 a share. If Wal-Mart's revenue is $1 again in 2002, and the total inflation from 2002 through 2010 is 35%, then the equivalent 2002 revenue in 2010 is $1.35. So on and so forth, you get the equivalent revenue per share of past 10 years. Then you add them together and divided the sum by the count to get 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.

For example, International Game Technology's adjusted Revenue per Share data for the three months ended in Dec. 2014 was:

Adj_RevenuePerShare= Revenue per Share /CPI of Dec. 2014 (Change)*Current CPI (Dec. 2014)
=1.462/99.0697*99.0697
=1.462

Current CPI (Dec. 2014) = 99.0697.

International Game Technology Quarterly Data

Revenue per Share CPI Adj_RevenuePerShare
200503 1.122 81.555 1.363
200506 1.292 82.062 1.560
200509 1.360 83.876 1.606
200512 1.432 83.032 1.709
200603 1.480 84.298 1.739
200606 1.395 85.606 1.614
200609 1.423 85.606 1.647
200612 1.414 85.142 1.645
200703 1.353 86.640 1.547
200706 1.574 87.906 1.774
200709 1.465 87.964 1.650
200712 1.393 88.616 1.557
200803 1.169 90.090 1.286
200806 1.400 92.320 1.502
200809 1.417 92.307 1.521
200812 1.517 88.697 1.694
200903 1.241 89.744 1.370
200906 1.254 91.003 1.365
200909 1.019 91.120 1.108
200912 1.188 91.111 1.292
201003 1.207 91.821 1.302
201006 1.300 91.962 1.400
201009 1.217 92.162 1.308
201012 1.142 92.474 1.223
201103 1.134 94.283 1.192
201106 1.129 95.235 1.174
201109 1.310 95.727 1.356
201112 1.132 95.213 1.178
201203 1.374 96.783 1.406
201206 1.443 96.819 1.477
201209 1.814 97.633 1.841
201212 1.508 96.871 1.542
201303 1.744 98.209 1.759
201306 1.667 98.518 1.676
201309 1.792 98.790 1.797
201312 1.547 98.326 1.559
201403 1.491 99.695 1.482
201406 1.388 100.560 1.367
201409 1.668 100.428 1.645
201412 1.462 99.070 1.462

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


International Game Technology  (FRA:IGT) Cyclically Adjusted Revenue per Share Explanation

If a company grows much fast than inflation, Cyclically Adjusted Revenue per Share may underestimate the company's revenue. Cyclically Adjusted PS Ratio can seem to be too high even the actual PS Ratio is low.

For the Cyclically Adjusted PS Ratio, the revenue per share of the past 10 years are inflation-adjusted and averaged. The result is used for P/S calculation. Since it looks at the average over the last 10 years, the Cyclically Adjusted PS Ratio is also called CAPS Ratio.

The Shiller PE Ratio was first used by professor Robert Shiller. He uses E10 for his Shiller PE Ratio calculation. E10 is the average of the inflation adjusted earnings per share of a company over the past 10 years. The similar calculation is applied by GuruFocus to calculate the Cyclically Adjusted PS Ratio. The Cyclically Adjusted Revenue per Share is the average of the inflation adjusted revenue per share of a company over the past 10 years.


Be Aware

Cyclically Adjusted PS Ratio works better for cyclical companies. It gives you a better idea on the company's real revenue value.


International Game Technology Cyclically Adjusted Revenue per Share Related Terms

Thank you for viewing the detailed overview of International Game Technology's Cyclically Adjusted Revenue per Share provided by GuruFocus.com. Please click on the following links to see related term pages.


International Game Technology (FRA:IGT) Business Description

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International Game Technology was incorporated in Nevada in December 1980. It is a gaming Company specializing in the design, development, manufacture, and marketing of casino-style gaming equipment, systems technology, and game content across multiple platforms land-based, online real-money and social gaming. The Company manages operations in two geographic segments namely North America and International. North America consists of operations in the US and Canada and International encompasses its efforts in all other jurisdictions. The Company has two revenue streams within each business segment gaming operations and product sales. It includes the sales of gaming equipment, systems, services, licensing, and component parts in Product Sales. It provides casino games, gaming equipment and systems technology for land-based and online social gaming and wagering markets under for-sale or revenue sharing arrangements. IGT systems products include infrastructure and applications for casino management, customer relationship management, player management, and server-based gaming. Casino management solutions include integrated modules for machine accounting, patron management, cage and table accounting, ticket-in/ticket-out, bonusing, and table game automation. The Company's competitors include Ainsworth Game Technology Ltd, Aristocrat Leisure Limited, Bally Technologies, Inc., Konami Gaming Inc., Novomatic Group of Companies, and WMS Industries, Inc. At September 30, 2013, the Company held approximately 6,000 patents or patent applications and approximately 4,100 trademarks filed and registered around the world. he manufacture and distribution of casino games, gaming equipment, systems technology, and related services, as well as the operation of casinos, is subject to regulation by a variety of federal, state, international, tribal, and local agencies, with the majority of oversight provided by individual state gaming control boards.