VRVR (Virtual Interactive Technologies) EBITDA: $-0.24 Mil (TTM As of Jun. 2024)


VRVR Virtual Interactive Technologies Corp VRVR
12 GF Score
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What is Virtual Interactive Technologies EBITDA?

Virtual Interactive Technologies VRVR 12 EBITDA is $-0.24 Mil as of Jun. 2024. GuruFocus rates VRVR with a GF Score™ of 12/100.

Virtual Interactive Technologies's EBITDA for the three months ended in Jun. 2024 was $-0.03 Mil. Its EBITDA for the trailing twelve months (TTM) ended in Jun. 2024 was $-0.24 Mil.

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 EBITDA Growth Rate using EBITDA data.

Virtual Interactive Technologies's EBITDA per Share for the three months ended in Jun. 2024 was $-0.00. Its EBITDA per share for the trailing twelve months (TTM) ended in Jun. 2024 was $-0.03.

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 EBITDA per share growth rate using EBITDA per Share data.

Virtual Interactive Technologies  (OTCPK:VRVR) EBITDA Explanation

EBITDA is a cash flow measure that ignores changes in working capital. EBITDA minus Depreciation, and Amortization (DA) equals Operating Income. Operating Income is profit before interest and taxes. Of course, Interest and taxes need to be paid.

While depreciation and amortization expenses do not need to be paid in cash, assets - especially tangible assets - do need to be replaced over time. EBITDA is not a measure of profit in any sense. EBITDA is a measure of cash generation by a business where the uses of that cash may be more or less discretionary depending on the nature of the business.

The EBITDA of a TV station is largely discretionary. Owners may use much of the EBITDA generated by a TV station as they see fit. The EBITDA of a railroad is largely non-discretionary. Owners must use much of the EBITDA generated by a railroad to replace the physical assets of the railroad or the business will literally fall apart over time.

EBITDA can be thought of as the cash a business generates that is available to:

Add more inventory
Add more receivables
Replace property, plant, and equipment
Add more property, plant, and equipment
Pay interest
Pay taxes
And finally: pay owners

EBITDA is widely used in financial analysis because Depreciation and Amortization are not present day cash expenses.. Depreciation and amortization are the spreading out of the costs of assets over the time in which those assets provide benefits. Today's depreciation and amortization expenses relate to assets bought in the past. The assets being expensed may or may not need to be replaced in the future. And the cost to replace the assets may be more or less than it was in the past. For this reason, the depreciation and amortization expenses a company records in the present year may have no relationship to the actual cash costs needed to maintain its assets in future years.

A company's depreciation expense depends on both its expectations about the assets it owns and its choice of accounting methods. Two companies owning identical assets may have different depreciation expenses because they have different expectations about the useful lives of those assets and because they make different accounting choices.

Analysts use EBITDA to remove this element of personal choice from a company's accounting statements. The use of EBITDA is an attempt to make the results of different companies more comparable and uniform.


Be Aware

Although depreciation is not a cash cost it is a real business cost because the company has to pay for the fixed assets when they purchase them. Both Warren Buffett and Charlie Munger hate the idea of EBITDA because in this calculation, depreciation is not counted as an expense.

EBITDA over Revenue is a good metric for comparing the operating efficiencies between companies because EBITDA is less vulnerable to companies' accounting choices. For this reason, EBITDA is used in ranking the Predictability of Companies. Also Price-to-EBITDA is sometimes used in valuations.


Virtual Interactive Technologies EBITDA Related Terms


Virtual Interactive Technologies EBITDA Historical Data

* Premium members only.

The historical data trend for Virtual Interactive Technologies's EBITDA 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.

Virtual Interactive Technologies EBITDA Chart

Virtual Interactive Technologies Annual Data
Trend Nov14 Nov15 Nov16 Nov17 Nov18 Sep19 Sep20 Sep21 Sep22 Sep23
EBITDA
Get a 7-Day Free Trial Premium Member Only Premium Member Only -0.22 0.04 -0.06 -1.13 -2.45

Virtual Interactive Technologies Quarterly Data
Aug19 Dec19 Mar20 Jun20 Sep20 Dec20 Mar21 Jun21 Sep21 Dec21 Mar22 Jun22 Sep22 Dec22 Mar23 Jun23 Sep23 Dec23 Mar24 Jun24
EBITDA 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 -0.87 -0.13 -0.03 -0.04 -0.03

VRVR vs FMHS, GROM, NTES: EBITDA Comparison

For the Electronic Gaming & Multimedia subindustry, Virtual Interactive Technologies's EV-to-EBITDA, along with its competitors' market caps and EV-to-EBITDA 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.


Virtual Interactive Technologies EV-to-EBITDA vs Interactive Media Industry

For the Interactive Media industry and Communication Services sector, Virtual Interactive Technologies's EV-to-EBITDA distribution charts can be found below:

* The bar in red indicates where Virtual Interactive Technologies's EV-to-EBITDA falls into.


VRVR
12GF Score
Virtual Interactive Technologies Corp VRVR
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Earnings Before Interest, Taxes, Depreciation, and Amortization (EBITDA) is what the company earns before it expenses interest, taxes, depreciation and amortization.

Virtual Interactive Technologies's EBITDA for the fiscal year that ended in Sep. 2023 is calculated as

Virtual Interactive Technologies's EBITDA was directly provided by GuruFocus' data source Morningstar. For the fiscal year ended in Sep. 2023, Virtual Interactive Technologies's EBITDA was $-2.45 Mil.

Virtual Interactive Technologies's EBITDA for the quarter that ended in Jun. 2024 is calculated as

Virtual Interactive Technologies's EBITDA was directly provided by GuruFocus' data source Morningstar. For the quarter ended in Jun. 2024, Virtual Interactive Technologies's EBITDA was $-0.03 Mil.

EBITDA for the trailing twelve months (TTM) ended in Jun. 2024 adds up the quarterly data reported by the company within the most recent 12 months, which was $-0.24 Mil.

* 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.

Sometimes companies may have already deducted Depreciation and Amortization from Gross Profit. In this case Depreciation and Amortization needs to be added back when calculating EBITDA.

Frequently Asked Questions Learn more about EBITDA →
What does a EBITDA of $-0.24 Mil mean?
Virtual Interactive Technologies (VRVR) has a EBITDA of $-0.24 Mil as of Jun. 2024. Ebitda is the difference between operating revenue and operating expenses not including depreciation and amortization. View historical data on Virtual Interactive Technologies.
Is Virtual Interactive Technologies' EBITDA too high?
Virtual Interactive Technologies' current EBITDA is $-0.24 Mil. Overall, Virtual Interactive Technologies has a GF Score™ of 12/100, reflecting its overall financial health beyond just this single metric.
How does Virtual Interactive Technologies' EBITDA compare to FMHS and GROM?
Virtual Interactive Technologies' EBITDA of $-0.24 Mil can be compared against companies in the Interactive Media industry. See the competitive comparison table and distribution chart on this page for a detailed peer-by-peer breakdown.
What is a good EBITDA for an Interactive Media company?
A good EBITDA depends on the Interactive Media industry context. However, EBITDA 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 EBITDA mean?
A high EBITDA can signal that a stock is expensive relative to its fundamentals. Ebitda is the difference between operating revenue and operating expenses not including depreciation and amortization. View historical data on Virtual Interactive Technologies. Virtual Interactive Technologies's current EBITDA is $-0.24 Mil. However, context matters — high-growth companies often justify higher valuations. Always evaluate alongside other metrics like GF Score™ and GF Value™.
Is Virtual Interactive Technologies stock overvalued right now?
Virtual Interactive Technologies (VRVR) has a current EBITDA of $-0.24 Mil. The current EBITDA is $-0.24 Mil. Virtual Interactive Technologies' overall GF Score™ is 12/100. Investors should evaluate multiple metrics — including profitability, growth, and financial strength — before making a decision.
How is EBITDA calculated?
EBITDA is calculated from a company's financial statements. For Virtual Interactive Technologies (VRVR), the current EBITDA is $-0.24 Mil as of Jun. 2024. 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.

Virtual Interactive Technologies Business Description

Address 600 17th Street, Suite 2800 South, Denver, CO, USA, 80202
Virtual Interactive Technologies Corp is a next-generation game and metaverse developer that creates immersion experiences by harnessing the latest technologies, including Blockchain and digital assets. The Company's newly launched brand, Extrosive, is building a metaverse that replaces traditional boring financial experiences with a new paradigm, global Prosperity space (gPs). This new asset class dynamically augments global and local realities and builds communities of aligned financial values, virtuous economies, and a trusted network. The Company also entered into a joint development partnership with Duane Lee Dog Chapman, of the Dog The Bounty Hunter fame, to develop and promote multiple games across several platforms.
12GF Score

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