
October 2026
DeNA Co Ltd is a social media service provider in Japan. It generates majority of the portion of its revenue by providing social media and Internet marketing-related services through its Social Media segment. The E-commerce segment offers E-Commerce related services, including the operation of auction shopping and cellular phone websites under the names DeNA shopping and Mobaoku, respectively. The Others segment is engaged in travel agency and insurance agency services, and professional baseball related business. The company has its primary market in North America. | $16 | -8% | $1.5B | $992M | 1.1x | 5.7x | |||
Huya, officially became independent in 2016 and headquartered in Guangzhou, operates live streaming platform focused on games, esports, and interactive entertainment, and also provides game-related services such as distribution and in-game item sales. Its main livestreaming platforms include Huya Live in China and Nimo TV outside of China. As of 2024, Huya was a subsidiary of Tencent, which owned 67% of its equity stake and held 95% of the voting power. | $2 | -19% | $509M | $152M | 0.2x | (5.6x) | |||
Better Collective AS is a developer of educational platforms within the iGaming industry. The company's segment includes Publishing, Paid Media and Esports. It generates maximum revenue from the Publishing segment. The publishing business segment includes revenue from Collective's proprietary online platforms and media partnerships, where online traffic comes either directly or through organic search results. | $8 | -39% | $432M | $715M | 1.9x | 7.3x | |||
PT MNC Digital Entertainment Tbk is a content provider in Indonesia, has its core business in producing, developing, and distributing content and intellectual properties across all existing media platforms. The company's main business is supported by its various business units engaged in media and entertainment activities, such as drama production houses, infotainment, reality shows, game shows, animation, films, original content, music labels, advertising agencies, content & IP licensing, talent management, social media, including multi-channel networks (MCN), OTT superapps, and online portals. The company's operating segments include Digital, Content and IP, Talent, and Subscription. The company generates maximum revenue from the Content and IP, Talent segment. | $0 | -80% | $376M | $360M | 1.7x | 5.0x | |||
Firy Inc, formerly Skillz Inc is a two-sided mobile gaming platform that connects developers with competitive players. Its reportable segments are: the Skillz segment and the RZR segment. Skillz segment's highlights include Monetize Through Competitions, Player Matching, Cross-Platform Support, Comprehensive Analytics, and Focus on Game Development. Aarki is a performance marketing platform that enables advertisers to acquire, retain, and monetize users across mobile, connected television (CTV), and other digital channels. Some of the games available on its platform are Dominoes Gold, Blackout Bingo, 21 Blitz, and Solitaire Cube, among others. It generates the majority of its revenue from the Skillz segment. Geographically, the company derives its key revenue from the United States. | $11 | +71% | $190M | $159M | 1.5x | (2.5x) | |||
NIP Group Inc is a digital entertainment company built for the growing gaming and esports industry. NIP Group integrates multiple businesses such as talent agency, event production, game-themed hotels and game publishing to create transformative entertainment experiences that inspire, connect fans, expand influence globally, and achieve deep interaction on platforms where digital native players gather. It currently has operation centers in Sweden, China, Abu Dhabi, and Brazil, and its esports teams cover multiple game projects and are active in the top event stages. | $5 | +204% | $36M | $86M | 0.7x | (0.4x) | |||
GameSquare Holdings is a Nasdaq-listed media, entertainment and technology company, trading as GAME and headquartered in Frisco, Texas, that helps brands and game publishers reach Gen Z, Gen Alpha and millennial audiences through gaming and creator culture. Led by chief executive Justin Kenna, it offers marketing and creative agency services, audience data and analytics, a talent and creator network, owned-and-operated gaming media and live experiences, and it describes its gaming media network as one of the largest in North America by Comscore measures. Its largest investors are Dallas Cowboys owner Jerry Jones and the Goff family. The company has grown through acquisitions: it bought the esports organisation Complexity Gaming in 2021, combined with Engine Gaming and Media in 2022-23, acquired FaZe Clan in an all-stock deal completed in March 2024, and later bought Click Management and, in 2026, the YouTube creator-tools company TubeBuddy. In March 2025 it sold its remaining 25.5% of FaZe Media to Gigamoon Media and FaZe's founders while keeping 100% of FaZe Esports, and expanded its gaming and esports events business. It earns revenue mainly from brand partnerships, agency fees, advertising and data subscriptions. | E-Sports+1 | $2 | +248% | $31M | $42M | 0.9x | (1.5x) | ||
Monstarlab is a technology-consulting company founded in 2006 and based in Japan. Monstarlab provides DX-focused consulting services and products, from strategy formulation to design, development, improvement, and operation, in 20 countries and regions and 33 cities (Japan, China, Southeast Asia, Europe, Middle East, Northand South America / expansion through M&A). Offers comprehensive support for DX issues to companiesand organizations in a wide range of industries, including business design/planning, UX/UI design, branding, system/application development, and growth hacking. The company serves business and institutional customers through products and services in the technology-consulting market. Its commercial model is built primarily on contracted services, reflecting the way customers obtain and use its offering. JIC Venture Growth Investments classifies the business in its IPO portfolio and records December 2020 for the company. The company maintains its operating website at monstar-lab.com, while JIC VGI's portfolio materials preserve the public record of the investment relationship. | $0 | -56% | $30M | $44M | 0.9x | (67.1x) | |||
Allied Gaming & Entertainment Inc is an experiential entertainment company focused on providing a growing world of gamers with various experiences through renowned assets, products, and services. | $5 | +610% | $29M | $15M | 1.9x | (0.4x) | |||
Crisp Momentum is an American public company, quoted over the counter under the ticker CRSF and headquartered at 230 Park Avenue in New York, that produces and distributes short-form scripted video. The Delaware corporation was incorporated in 1986 and originally sold an automated luminometer and reagent system for detecting microbiological contamination, later operating as IMSCO Technologies. It pivoted into blockchain and digital assets in 2021, renamed itself Descrypto Holdings at the end of 2021 and became OpenLocker Holdings in December 2022, with OpenLocker, Inc. as its operating subsidiary. In July 2025 it agreed to buy Crisp Momentum Inc. from Luxembourg-based Digital Knight S.à r.l. for 35.6 million shares, and on 28 August 2025 it took the Crisp Momentum name. Crisp is an IP monetisation business inspired by China's Duanju microdrama format, producing vertical, mobile-first series across genres from romantic drama to animation. It aims to earn from subscriptions, advertising, brand integrations, merchandise, licensing to other platforms and premium content, and it is led by chief executive Renger van den Heuvel. The company reported a net loss of $8.1 million for the year to July 2025, mainly from asset impairments, and had no full-time employees in January 2026. | Sports+2 | $0 | -- | $28M | $29M | 111515.2x | (3.6x) | ||
Acer Gaming Inc operates electronic sports businesses. The company offers electronic sports community platform development, game entertainment channel agency sales, and other services. Its products cover game software, and hardware peripherals. The company's principal business is the manufacture and sale of hand tools, pneumatic tools, and related parts. | E-Sports+1 | $1 | -65% | $28M | $43M | 0.3x | 7.2x | ||
Super League Enterprise Inc is the rocket ship to the metaverse. It is a creator and publisher of content experiences and media solutions across the globe's immersive platforms. Its solutions provide incomparable access to massive audiences that gather in immersive digital spaces to socialize, play, explore, collaborate, shop, learn, and create. The company offers a complete range of development, distribution, monetization, and optimization capabilities designed to engage users through dynamic, energized programs. It generates revenue from advertising, including immersive game world and experience publishing and in-game media products, direct-to-consumer offers, including in-game items, e-commerce, game passes and ticketing and digital collectibles, and content and technology. | $6 | -- | $19M | $12M | 1.1x | (1.2x) | |||
OverActive Media Corp owns and operates an integrated portfolio of esports teams as well as audience engagement. The segments of the company are Team Operations engaged in capturing league share payouts in the company's various e-sports pro leagues, performance-based revenue and tournament prize winnings, and Business Operations segments engaged in sponsorships, team merchandise sales, live event sales, and costs relating to corporate and executive office operations. The company generates maximum revenue from the Business Operations segment. Geographically, the company derives a majority of its revenue from Canada. | E-Sports+1 | $0 | -83% | $4M | $5M | 0.2x | (1.0x) | ||
Enthusiast Gaming Holdings Inc is a gaming company. Its principal business activities are comprised of media and content, esports and entertainment and subscription. The company’s digital media platform includes its flagship video gaming related owned and operated websites, its content channels including YouTube and casual games, and is where it derives maximum revenue from its media and content. Its esports and entertainment business, includes Luminosity, a world-wide esports franchise that consists of professional esports teams under ownership and management, and Pocket Gamer Connects, a mobile gaming events series. The company operates in one industry segment of digital media and entertainment. It geographically operates in USA, Canada, England and Wales and other foreign countries. | E-Sports+1 | $0 | -57% | $4M | $35M | 1.5x | (12.1x) | ||
Flash Sports & Media Holdings Inc operates in the sports and media industry. Its business model includes sports and league management, sports marketing and brand development, league sales and sponsorship, television production, media rights and broadcasting, and ground and stadium sponsorship. The majority of the company's revenue is derived from Production Fee Income - Production income represents revenue earned from providing end-to-end live broadcast production services for cricket events, including international bilateral series and T20 tournaments. Services include pre-event planning, live camera operations, broadcasting infrastructure, technical staffing, satellite uplink and SNG distribution, and post-production. | Sports+2 | $0 | -100% | $2M | $69M | 4.0x | (3.6x) | ||
Esports Entertainment Group Inc is a full-service esports and online betting company. It focuses on three verticals: Games, iGaming, and Technology. EEG Games provides a wide array of services and infrastructure for businesses to engage esports and gaming communities around the world. EEG iGaming includes a number of award-winning brands covering traditional online sports book wagering needs as well as a multinational casino operator. | E-Sports+1 | $0 | -73% | $115K | $115K | ||||
Mobile Global Esports Inc develops and commercializes international esports, beginning with university esports events in India. It is launching an esports (electronic sports) platform initially focused on esports competitions played on mobile devices by university teams and players representing universities located in India and elsewhere in South Asia. The company has one reportable segment, which is the development of esports. | E-Sports+1 | $0 | -99% | $60K | $747K | ||||
| Median | $1 | -56% | $29M | $43M | 1.1x | (1.0x) |
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