Industries
Gaming
All research in Gaming — 3 reports.
50/100
Roblox Corporation Deep-Dive Research
Roblox is a UGC immersive gaming platform where users buy Robux and spend it on developer-built experiences and items, while the company recognizes Bookings over paying-user lifetimes. Q1 2026 revenue was $1.442 billion, Bookings were $1.731 billion, DAU reached 132 million, free cash flow was $596 million, and paying users rose 52% year over year, showing the platform flywheel is still turning; however, the safety-governance rebuild is weighing on near-term growth, stock-based compensation remains heavy, and the stock at $43.31 trades at about 5.1x sales. Research rating Watch: a platform in transition, with the old story over, the new story not yet proven, and no obvious margin of safety.
42/100
Take-Two Interactive: A Long-Term Owner's Perspective
Holder of blockbuster IP such as GTA and NBA 2K, with FY26 revenue of $6.656B and recurring consumer spending at 78% of net bookings; but GAAP still shows a $298M loss, $227.55 sits near the upper edge of the optimistic scenario, and the ideal buy range is $95-120. Rating: Watch.
42/100
Electronic Arts: A Value-Investing Deep Dive
An understandable game publisher with solid cash flow and a fairly strong sports-franchise moat; FY2026 revenue of $7.531 billion, live services at 71% of revenue, in a net-cash position. But at $201.87 the stock is already pinned to the $210 acquisition consideration, so what ordinary investors are buying is mainly a 4% merger spread rather than long-term ownership, and the margin of safety is absent.