Gamehaus (GMHS)
Market Price (9/23/2026): $0.7172 | Market Cap: $38.2 MilSector: Communication Services | Industry: Interactive Home Entertainment
Gamehaus (GMHS)
Market Price (9/23/2026): $0.7172Market Cap: $38.2 MilSector: Communication ServicesIndustry: Interactive Home Entertainment
Investment Highlights Why It Matters Detailed financial logic regarding cash flow yields vs trend-riding momentum.
Attractive yieldTotal YieldTotal Yield = Earnings Yield + Dividend Yield, Earnings Yield = Net Income / Market Cap Dividend Yield = Total Dividends / Market Cap is 12%, ERPEquity Risk Premium (ERP) = Total Yield - Risk Free Rate, Reflects the premium above risk free assets offered by the investment. is 8.9% Cash is significant % of market capNet D/ENet Debt/Equity. Debt net of cash. Negative indicates net cash. Equity is taken as the Market Capitalization is -49% Valuation becoming less expensiveP/S 6M Chg %Price/Sales change over 6 months. Declining P/S indicates valuation has become less expensive. is -48% Megatrend and thematic driversMegatrends include Digital Content & Streaming. Themes include Gaming Content & Platforms. | Weak multi-year price returns2Y Excs Rtn is -112%, 3Y Excs Rtn is -148% | Penny stockMkt Price is 0.7 Weak revenue growthRev Chg LTMRevenue Change % Last Twelve Months (LTM) is -10%, Rev Chg QQuarterly Revenue Change % is -7.8% Key risksGMHS key risks include [1] a stringent and evolving regulatory environment in China and [2] intense competition from dominant industry players. |
| Attractive yieldTotal YieldTotal Yield = Earnings Yield + Dividend Yield, Earnings Yield = Net Income / Market Cap Dividend Yield = Total Dividends / Market Cap is 12%, ERPEquity Risk Premium (ERP) = Total Yield - Risk Free Rate, Reflects the premium above risk free assets offered by the investment. is 8.9% |
| Cash is significant % of market capNet D/ENet Debt/Equity. Debt net of cash. Negative indicates net cash. Equity is taken as the Market Capitalization is -49% |
| Valuation becoming less expensiveP/S 6M Chg %Price/Sales change over 6 months. Declining P/S indicates valuation has become less expensive. is -48% |
| Megatrend and thematic driversMegatrends include Digital Content & Streaming. Themes include Gaming Content & Platforms. |
| Weak multi-year price returns2Y Excs Rtn is -112%, 3Y Excs Rtn is -148% |
| Penny stockMkt Price is 0.7 |
| Weak revenue growthRev Chg LTMRevenue Change % Last Twelve Months (LTM) is -10%, Rev Chg QQuarterly Revenue Change % is -7.8% |
| Key risksGMHS key risks include [1] a stringent and evolving regulatory environment in China and [2] intense competition from dominant industry players. |
Qualitative Assessment
AI Analysis | Feedback
Gamehaus (GMHS) stock has lost about 25% since 5/31/2026 because of the following key factors:
1. Significant Revenue Decline Driven by Strategic Reduction in User Acquisition Spending. Gamehaus reported a substantial 11.4% decrease in full fiscal year 2026 revenue, reaching US$104.7 million, with an even sharper decline of 20.8% in fiscal Q4 2026 revenue (ending June 30, 2026) to US$24.3 million. This downturn was attributed to a deliberate reduction in user acquisition spending and a revised marketing strategy, stemming from what management described as a "structural shift in the economics of user acquisition for casual games" in mature markets.
2. Strategic Pivot Towards AI-Generated Content Creating Near-Term Uncertainty. The company announced a major strategic transformation to focus on generative AI, reallocating resources away from its existing casual and social casino mobile game portfolio. This pivot, while a long-term initiative to become an "AI-driven global content production platform," comes with an expectation of a gradual decline in revenue from the existing portfolio, introducing uncertainty for investors regarding the short-to-medium term financial performance.
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Gamehaus (GMHS) stock has lost about 25% since 5/31/2026 because of the following key factors:
1. Significant Revenue Decline Driven by Strategic Reduction in User Acquisition Spending. Gamehaus reported a substantial 11.4% decrease in full fiscal year 2026 revenue, reaching US$104.7 million, with an even sharper decline of 20.8% in fiscal Q4 2026 revenue (ending June 30, 2026) to US$24.3 million. This downturn was attributed to a deliberate reduction in user acquisition spending and a revised marketing strategy, stemming from what management described as a "structural shift in the economics of user acquisition for casual games" in mature markets.
2. Strategic Pivot Towards AI-Generated Content Creating Near-Term Uncertainty. The company announced a major strategic transformation to focus on generative AI, reallocating resources away from its existing casual and social casino mobile game portfolio. This pivot, while a long-term initiative to become an "AI-driven global content production platform," comes with an expectation of a gradual decline in revenue from the existing portfolio, introducing uncertainty for investors regarding the short-to-medium term financial performance.
3. Weak Revenue Guidance for Fiscal Q1 2027. Gamehaus provided a lower revenue outlook for fiscal Q1 2027 (ending September 30, 2026), projecting total revenue between US$20 million and US$23 million. This guidance signals continued revenue pressure and reinforces investor concerns about the financial impact of the ongoing strategic transition.
4. Nasdaq Minimum Bid Price Notification. In July 2026, Gamehaus received a notification from Nasdaq regarding its failure to meet the minimum bid price requirement of US$1.00 for 30 consecutive business days. This notification indicates a significant drop in the stock's price and presents a potential delisting risk, typically leading to increased investor concern.
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Stock Movement Drivers
Fundamental Drivers
The -25.4% change in GMHS stock from 5/31/2026 to 9/22/2026 was primarily driven by a -25.4% change in the company's P/E Multiple.| (LTM values as of) | 5312026 | 9222026 | Change |
|---|---|---|---|
| Stock Price ($) | 0.99 | 0.74 | -25.4% |
| Change Contribution By: | |||
| Total Revenues ($ Mil) | 127 | 127 | 0.0% |
| Net Income Margin (%) | 5.3% | 5.3% | 0.0% |
| P/E Multiple | 7.9 | 5.9 | -25.4% |
| Shares Outstanding (Mil) | 54 | 54 | 0.0% |
| Cumulative Contribution | -25.4% |
Market Drivers
5/31/2026 to 9/22/2026| Return | Correlation | |
|---|---|---|
| GMHS | -25.4% | |
| Market (SPY) | 2.5% | -9.7% |
| Sector (XLC) | -1.6% | -17.0% |
Fundamental Drivers
The -29.0% change in GMHS stock from 2/28/2026 to 9/22/2026 was primarily driven by a 0.0% change in the company's Shares Outstanding (Mil).| (LTM values as of) | 2282026 | 9222026 | Change |
|---|---|---|---|
| Stock Price ($) | 1.04 | 0.74 | -29.0% |
| Change Contribution By: | |||
| Total Revenues ($ Mil) | � | 127 | 0.0% |
| Net Income Margin (%) | � | 5.3% | 0.0% |
| P/E Multiple | � | 5.9 | 0.0% |
| Shares Outstanding (Mil) | 54 | 54 | 0.0% |
| Cumulative Contribution | 0.0% |
Market Drivers
2/28/2026 to 9/22/2026| Return | Correlation | |
|---|---|---|
| GMHS | -29.0% | |
| Market (SPY) | 13.3% | -17.3% |
| Sector (XLC) | -3.3% | -19.5% |
Fundamental Drivers
The -61.1% change in GMHS stock from 8/31/2025 to 9/22/2026 was primarily driven by a -71.4% change in the company's P/E Multiple.| (LTM values as of) | 8312025 | 9222026 | Change |
|---|---|---|---|
| Stock Price ($) | 1.90 | 0.74 | -61.1% |
| Change Contribution By: | |||
| Total Revenues ($ Mil) | 119 | 127 | 6.3% |
| Net Income Margin (%) | 4.1% | 5.3% | 27.8% |
| P/E Multiple | 20.6 | 5.9 | -71.4% |
| Shares Outstanding (Mil) | 54 | 54 | 0.0% |
| Cumulative Contribution | -61.1% |
Market Drivers
8/31/2025 to 9/22/2026| Return | Correlation | |
|---|---|---|
| GMHS | -61.1% | |
| Market (SPY) | 21.2% | -1.2% |
| Sector (XLC) | 3.2% | -5.8% |
Fundamental Drivers
nullnull
Market Drivers
8/31/2023 to 9/22/2026| Return | Correlation | |
|---|---|---|
| GMHS | ||
| Market (SPY) | 78.3% | 6.6% |
| Sector (XLC) | 73.4% | 4.1% |
Price Returns Compared
| 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | Total [1] | |
|---|---|---|---|---|---|---|---|
| Returns | |||||||
| GMHS Return | - | - | - | - | -67% | -19% | -73% |
| Peers Return | 5% | -67% | 88% | 138% | 49% | -30% | 64% |
| S&P 500 Return | 27% | -19% | 24% | 23% | 16% | 13% | 107% |
Monthly Win Rates [3] | |||||||
| GMHS Win Rate | - | - | - | - | 25% | 44% | |
| Peers Win Rate | 47% | 22% | 65% | 53% | 57% | 44% | |
| S&P 500 Win Rate | 75% | 42% | 67% | 75% | 67% | 56% | |
Max Drawdowns [4] | |||||||
| GMHS Max Drawdown | - | - | - | - | - | -39% | |
| Peers Max Drawdown | -40% | -73% | -35% | -34% | -41% | -50% | |
| S&P 500 Max Drawdown | -5% | -25% | -10% | -8% | -19% | -9% | |
[1] Cumulative total returns since the beginning of 2021
[2] Peers: TTWO, PLTK, RBLX, APP, U.
[3] Win Rate = % of calendar months in which monthly returns were positive
[4] Max drawdown represents maximum peak-to-trough decline within a year
[5] 2026 data is for the year up to 9/22/2026 (YTD)
How Low Can It Go
| Event | GMHS | S&P 500 |
|---|---|---|
| 2025 US Tariff Shock | ||
| % Loss | -49.5% | -18.8% |
| % Gain to Breakeven | 98.2% | 23.1% |
| Time to Breakeven | 151 days | 79 days |
In The Past
Gamehaus's stock fell -49.5% during the 2025 US Tariff Shock. Such a loss loss requires a 98.2% gain to breakeven.
Preserve Wealth
Limiting losses and compounding gains is essential to preserving wealth.
Asset Allocation
Actively managed asset allocation strategies protect wealth. Learn more.
| Event | GMHS | S&P 500 |
|---|---|---|
| 2025 US Tariff Shock | ||
| % Loss | -49.5% | -18.8% |
| % Gain to Breakeven | 98.2% | 23.1% |
| Time to Breakeven | 151 days | 79 days |
In The Past
Gamehaus's stock fell -49.5% during the 2025 US Tariff Shock. Such a loss loss requires a 98.2% gain to breakeven.
Preserve Wealth
Limiting losses and compounding gains is essential to preserving wealth.
Asset Allocation
Actively managed asset allocation strategies protect wealth. Learn more.
About Gamehaus (GMHS)
Gamehaus Holdings Inc. (GMHS) is a mobile game developer and publisher headquartered in Beijing, China. The company's core business involves the creation and distribution of interactive entertainment content specifically designed for smartphones and other mobile devices.
Gamehaus's primary products consist of a portfolio of mobile games, which it either develops in-house or publishes for external studios. The company's main customers are mobile game players globally, targeting the vast and growing market of individuals seeking entertainment and engagement through their mobile devices.
```AI Analysis | Feedback
Here are 1-3 brief analogies for Gamehaus (GMHS):
- A Chinese Zynga.
- A mobile-focused Electronic Arts (EA) for the Chinese market.
- A smaller Tencent Games.
AI Analysis | Feedback
- Mobile Games: Gamehaus develops and publishes a portfolio of mobile games for various platforms.
AI Analysis | Feedback
Gamehaus (GMHS), as a mobile game developer and publisher, primarily sells its products directly to individual consumers through various app stores and distribution platforms. Its major customers can be categorized as follows:
- Casual Mobile Gamers: This category includes individuals who play mobile games primarily for entertainment, relaxation, or to pass time during short breaks. They often prefer free-to-play games with simple mechanics, intuitive interfaces, and low time commitment per session.
- Engaged/Mid-core Mobile Gamers: These customers are more dedicated players who seek deeper gameplay experiences, progression systems, and social interaction within games. They are more likely to spend money on in-app purchases, virtual items, or premium content to enhance their gaming experience or gain advantages.
- Genre-Specific Enthusiasts: This segment comprises individuals who are loyal to particular game genres, such as puzzle games, strategy games, role-playing games (RPGs), simulation games, or arcade games. They actively seek out and play new titles within their preferred genres.
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Feng Xie, Chairman of the Board of Directors
Mr. Xie has served as Chairman of the Board of Directors of Gamehaus Holdings Inc. since April 2024 and as a director since July 2023. He is also the founder and has served as a director and Chairman of Gamehaus Inc. since December 2020 and November 2023, respectively. Additionally, Mr. Xie has been the Chairman and Chief Executive Officer of Shanghai Kuangre, a PRC subsidiary of Gamehaus Holdings Inc., since October 2016, overseeing day-to-day operations, high-level strategizing, and business planning. From December 2010 to September 2016, Mr. Xie founded and served as the Chief Executive Officer of Shanghai Holaverse Network Technology Co., Ltd., a company focused on mobile application development. Earlier, from March 2009 to February 2010, he was the Vice President of China at TCL Technology Group Corporation, responsible for global mobile Internet business management. Mr. Xie holds an Executive MBA from the National University of Singapore and a bachelor's degree in Computer Science and Technology from the Air Force Engineering University.
Yimin Cai, Chief Executive Officer and Director
Mr. Cai has served as the Chief Executive Officer and a director of Gamehaus Holdings Inc. since January 2025. Prior to this, he was the Chief Executive Officer of Gamehaus Inc. since November 2023, where he was responsible for business development, investment, operations, and user acquisition. Since February 2018, Mr. Cai has served as the Director of Business Development at Shanghai Kuangre. From October 2017 to February 2018, he was the Vice Director of Human Resources at AIA Group Limited, a multinational insurance company. Mr. Cai’s background also includes experience at PWC consulting. He holds degrees from Nankai University and the University of Cambridge.
Ling Yan, Chief Financial Officer and Director
Ms. Yan has served as the Chief Financial Officer and a director of Gamehaus Holdings Inc. since January 2025. She also held the roles of director and Chief Financial Officer of Gamehaus Inc. starting in December 2020 and November 2023, respectively. Additionally, Ms. Yan has been the Chief Financial Officer of Shanghai Kuangre since October 2016, managing the company's overall financial operations and internal controls.
Xi Yan, Chief Technology Officer and Director
Mr. Yan has served as Chief Technology Officer and a director of Gamehaus Holdings Inc. since January 2025. He has also been a partner of Shanghai Kuangre since October 2016, responsible for the company's technology, data, and marketing promotion. Before joining Shanghai Kuangre, Mr. Yan served as a partner of Shanghai Holaverse Network Technology Co., Ltd. from December 2011 to September 2016, overseeing technology and operation management. He received his bachelor's degree in Computer Science and Technology from Donghua University in 2003.
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The key risks for Gamehaus Holdings Inc. (GMHS) include a stringent and evolving regulatory environment in China, intense competition within the mobile gaming market, and the ongoing threat of intellectual property infringement and piracy.
- Stringent and Evolving Regulatory Environment in China: Gamehaus Holdings Inc., a mobile game publisher based in China, operates within an industry subject to strict governmental oversight. The Chinese regulatory landscape for video games is characterized by stringent licensing requirements, content restrictions, and measures aimed at limiting minors' playing time. Historically, proposed regulatory changes have led to significant declines in the stock prices of Chinese gaming companies. The necessity of obtaining game publication licenses (banhao) for games with payment features is a critical and potentially challenging hurdle for the company.
- Intense Competition in the Mobile Gaming Market: The mobile gaming industry, particularly in China, is highly competitive, with a multitude of developers and publishers vying for market share. Major industry players, such as Tencent and NetEase, dominate a significant portion of this market. As a publisher that partners with small- and medium-sized developers, Gamehaus faces considerable challenges in competing with these larger, well-established entities that possess greater resources and market penetration.
- Intellectual Property Infringement and Piracy: Despite improvements in China's intellectual property (IP) protection laws, risks related to IP theft and copyright infringement remain a notable concern for game developers and publishers operating in the country. Instances of piracy, including the unauthorized copying and distribution of game software, can lead to substantial revenue losses and impact the commercial viability of published titles.
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The increasing dominance and innovation of short-form video platforms (e.g., Douyin/TikTok) in capturing user attention and screen time, diverting engagement away from mobile games.
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Global Mobile Gaming Market
The global mobile gaming market was valued at USD 102.7 billion in 2024 and is projected to grow at a Compound Annual Growth Rate (CAGR) of 10.4% during 2024–2030. Another estimate places the global mobile gaming market at USD 108.6 billion in 2025, with an anticipated growth to USD 225.1 billion by 2034, exhibiting a CAGR of 8.18% from 2026-2034. Mobile gaming accounted for a substantial 49% of the global gaming industry's total revenue in 2024, equating to $92 billion.Asia-Pacific Mobile Gaming Market
The Asia-Pacific region holds a dominant position in the global mobile gaming market, capturing a market share of 58.9% in 2025. In 2024, the region generated approximately USD 60.10 billion in revenue, holding over 63.4% of the market share.China Mobile Gaming Market
China stands as the world's largest mobile gaming market. In the first half of 2025, China's mobile gaming market generated approximately $23.5 billion in sales revenue, with over 700 million gamers. By the end of 2025, mobile games in China generated approximately 257 billion yuan (around $36 billion), representing about 73% of the total gaming revenue in the country. The market recorded RMB 135.21 billion ($19.98 billion) in actual sales revenue during the first half of 2026, marking a 7.9% year-over-year increase. China alone contributed approximately USD 18.03 billion to the mobile gaming market in 2024, with projections to reach nearly USD 36.57 billion by 2034, at a CAGR of 7.3%.United States Mobile Gaming Market
The United States mobile gaming market is projected to expand from USD 22.49 billion in 2024 to USD 54.88 billion by 2035, with a CAGR of 8.45% during the forecast period (2025 - 2035). In-app purchases were estimated to account for over 70% of mobile gaming revenue in the U.S. as of January 2026.AI Analysis | Feedback
Gamehaus Holdings Inc. (GMHS), a mobile game developer and publisher, anticipates several key drivers for future revenue growth over the next two to three years as it undergoes a strategic transformation.
- Strategic Shift to AI-Generated Content and AI-Powered Platform: Gamehaus is transitioning from a traditional game publisher to an AI-powered platform, termed "Strategy Upgrade 2.0". This involves reallocating resources from its legacy game portfolio towards artificial intelligence (AI)-related initiatives. The company expects future growth to be driven by the successful commercialization of AI-generated content, aiming to leverage AI for content creation, user behavior prediction, and marketing optimization.
- Expansion into New Markets: The company has recently expanded its market reach significantly through acquisitions in Europe, which is expected to set the stage for sustained growth.
- Launch of New Games and Genre Diversification: Gamehaus is actively expanding its game portfolio into new genres, specifically highlighting role-playing game (RPG) and puzzle categories. New titles in these genres are currently in development and testing, with an international launch of an RPG title aligning with the "Gamehaus 2.0" strategy.
- Strategic Partnerships: Gamehaus has entered into strategic partnerships, such as the one with AppsFlyer, to enhance data integrity and improve marketing efficiency. These collaborations are designed to support global expansion efforts and optimize user acquisition through AI-driven solutions, thereby impacting future revenue positively.
- Enhanced Monetization per User: Despite a softening in user metrics like daily and monthly active users, Gamehaus has reported improved monetization per active user (ARPDAU) and an increase in payer conversion rates. The company's revenue is primarily generated through in-app purchases and advertising, suggesting a continued focus on optimizing these aspects to drive revenue growth.
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Share Repurchases
- Gamehaus Holdings Inc. authorized a share repurchase program of up to US$5 million of its Class A ordinary shares, initially effective from August 29, 2025, through August 28, 2026.
- The company's board of directors extended this share repurchase program for an additional year, making it valid through August 28, 2027.
- As of June 30, 2026, Gamehaus had repurchased approximately 518,063 Class A ordinary shares, totaling about US$600,000, under the program.
Peer Outperformance in Interactive Home Entertainment
null| Industry | Names | 1Y med | 3Y med | 5Y med | Top 3 by 5Y |
|---|---|---|---|---|---|
| Wireless Telecommunication Services | 3 | -9.7% | 22.6% | 30.5% | ECHO 266% · TMUS 30% · SHEN -58% |
| Publishing | 5 | 14.6% | 23.8% | 17.0% | NYT 35% · NWSA 27% · SCHL 17% |
| Integrated Telecommunication Services | 23 | -9.1% | 8.5% | -26.2% | IQST 1507% · TIGO 293% · GSAT 209% |
| Movies & Entertainment | 25 | 0.9% | 63.6% | -37.9% | IMAX 200% · MSGS 117% · BATRA 113% |
| Alternative Carriers | 4 | 24.9% | 20.5% | -42.6% | IRDM 21% · UNIT -40% · LUMN -45% |
| Advertising | 20 | -16.3% | 5.6% | -66.0% | APP 322% · EVC 45% · OMC 21% |
| Broadcasting | 15 | -11.2% | -20.1% | -68.6% | FOXA 78% · NXST 29% · WBD 21% |
| Interactive Media & Services | 33 | -35.5% | -20.1% | -68.9% | GOOGL 151% · META 115% · SPOT 113% |
| Interactive Home Entertainment ← | 8 | -50.6% | -48.2% | -86.8% | TTWO 40% · RBLX -39% · PINS -66% |
Research & Analysis
Invest in Strategies
Wealth Management
Peer Comparisons
| Peers to compare with: |
Financials
| Median | |
|---|---|
| Name | |
| Mkt Price | 46.49 |
| Mkt Cap | 27.3 |
| Rev LTM | 4,257 |
| Op Inc LTM | -126 |
| FCF LTM | 535 |
| FCF 3Y Avg | 378 |
| CFO LTM | 554 |
| CFO 3Y Avg | 466 |
Growth & Margins
| Median | |
|---|---|
| Name | |
| Rev Chg LTM | 14.6% |
| Rev Chg 3Y Avg | 6.8% |
| Rev Chg Q | 14.5% |
| QoQ Delta Rev Chg LTM | 3.4% |
| Op Inc Chg LTM | -15.5% |
| Op Inc Chg 3Y Avg | 9.2% |
| Op Mgn LTM | -2.8% |
| Op Mgn 3Y Avg | -10.8% |
| QoQ Delta Op Mgn LTM | 0.8% |
| CFO/Rev LTM | 27.3% |
| CFO/Rev 3Y Avg | 20.6% |
| FCF/Rev LTM | 26.4% |
| FCF/Rev 3Y Avg | 18.9% |
Price Behavior
| Market Price | $0.74 | |
| Market Cap ($ Bil) | 0.0 | |
| First Trading Date | 01/27/2025 | |
| Distance from 52W High | -51.4% | |
| 50 Days | 200 Days | |
| DMA Price | $0.81 | $1.09 |
| DMA Trend | down | down |
| Distance from DMA | -8.4% | -32.2% |
| 3M | 1YR | |
| Volatility | 67.3% | 68.6% |
| Downside Capture | -75.81 | 57.77 |
| Upside Capture | -148.33 | -36.68 |
| Correlation (SPY) | -14.0% | -0.6% |
| 1M | 2M | 3M | 6M | 1Y | 3Y | |
|---|---|---|---|---|---|---|
| Beta | -1.96 | -1.31 | -0.71 | -1.01 | -0.17 | 0.28 |
| Up Beta | -1.37 | -2.05 | -1.87 | -3.14 | -1.34 | -0.06 |
| Down Beta | 5.51 | 1.83 | 0.89 | 0.94 | 0.64 | -1.05 |
| Up Capture | -221% | -170% | -93% | -57% | -29% | -1% |
| Bmk +ve Days | 10 | 21 | 32 | 68 | 138 | 427 |
| Stock +ve Days | 9 | 18 | 28 | 52 | 100 | 162 |
| Down Capture | -481% | -160% | -57% | -88% | 52% | 71% |
| Bmk -ve Days | 11 | 21 | 32 | 59 | 113 | 324 |
| Stock -ve Days | 12 | 24 | 35 | 70 | 133 | 213 |
[1] Upside and downside betas calculated using positive and negative benchmark daily returns respectively
Based On 1-Year Data
| Annualized Return | Annualized Volatility | Sharpe Ratio | Correlation with GMHS | |
|---|---|---|---|---|
| GMHS | -48.3% | 68.8% | -0.68 | - |
| Sector ETF (XLC) | -3.7% | 15.8% | -0.43 | -5.7% |
| Equity (SPY) | 17.6% | 13.0% | 0.98 | -0.4% |
| Gold (GLD) | 18.0% | 29.3% | 0.56 | -2.1% |
| Commodities (DBC) | 46.6% | 20.7% | 1.75 | 16.6% |
| Real Estate (VNQ) | 5.2% | 13.6% | 0.12 | -5.1% |
| Bitcoin (BTCUSD) | -26.0% | 44.9% | -0.54 | 5.7% |
Smart multi-asset allocation framework can stack odds in your favor. Learn How
Based On 5-Year Data
| Annualized Return | Annualized Volatility | Sharpe Ratio | Correlation with GMHS | |
|---|---|---|---|---|
| GMHS | -23.5% | 117.0% | -0.21 | - |
| Sector ETF (XLC) | 7.4% | 21.0% | 0.26 | 4.1% |
| Equity (SPY) | 13.3% | 17.2% | 0.59 | 6.6% |
| Gold (GLD) | 18.9% | 18.8% | 0.81 | -5.6% |
| Commodities (DBC) | 10.8% | 19.6% | 0.43 | 7.1% |
| Real Estate (VNQ) | 1.0% | 18.9% | -0.05 | 4.9% |
| Bitcoin (BTCUSD) | 12.7% | 52.6% | 0.42 | 4.2% |
Smart multi-asset allocation framework can stack odds in your favor. Learn How
Based On 10-Year Data
| Annualized Return | Annualized Volatility | Sharpe Ratio | Correlation with GMHS | |
|---|---|---|---|---|
| GMHS | -12.5% | 117.0% | -0.21 | - |
| Sector ETF (XLC) | 9.4% | 22.1% | 0.47 | 4.1% |
| Equity (SPY) | 15.4% | 17.9% | 0.73 | 6.6% |
| Gold (GLD) | 12.2% | 16.4% | 0.61 | -5.6% |
| Commodities (DBC) | 8.3% | 18.1% | 0.37 | 7.1% |
| Real Estate (VNQ) | 4.7% | 20.7% | 0.19 | 4.9% |
| Bitcoin (BTCUSD) | 64.0% | 66.2% | 1.04 | 4.2% |
Smart multi-asset allocation framework can stack odds in your favor. Learn How
Industry Resources
| Communication Services Resources |
| Variety |
| The Hollywood Reporter |
| Adweek |
| Interactive Home Entertainment Resources |
| GamesIndustry.biz |
| IGN |
| Polygon |
External Quote Links
| Y Finance | Barrons |
| TradingView | Morningstar |
| SeekingAlpha | ValueLine |
| Motley Fool | Robinhood |
| CNBC | Etrade |
| MarketWatch | Unusual Whales |
| YCharts | Perplexity Finance |
| FinViz |
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