Yes, that’s right, it sounds like you are also finding the quality of information and data this company releases is also confusing and misleading and highly useless. Would it not be great if the company released monthly metric data to the market? But suppose the answer to your request, lies in the fact that companies only release positive information, and therefore DON’T release negative information. Hence why monthly numbers are NOT released.
looks like the numbers used were totalled over the 2 year period, so not sure what your issue is. The numbers over the 2 years clearly demonstrate the message the company has invested the best part of $20m of shareholders cash into a defunct business project. Sure, you can be pedantic about “this period” and “that period”, but when you look at the Total Period (2 years), it is obvious the numbers show a complete duster of a business. Investors usually talk about annual periods to get a quick insight into the operating metrics, (maybe you are new to investing), to be able to talk Year-on-Year and compare growth rates etc. The most important point to bear in mind here for you, is that the management had promised a huge amount of success in cloud gaming, and for which has amount to nothing but crippling written off losses and ongoing liabilities servicing large capex bills, which need to be funded somehow….
So the original post has 2.43 average sessions of cloud gaming per year per user. Using your methodology, of looking at the two year period, this is then 4.86 average sessions of gaming over two years. Your request for monthly metrics could be regarded as moot request, when taken in the context of these 2-year-numbers confirming such a poor performance of the cloud gaming uptake. It is a struggle for investors to care about monthly numbers when the global 2 year numbers are so perilous.
That’s great you are aware there was NOT a marketing campaign in June 2023 – you sound close to the company....
Well yes, the revenue increased by 43% Year-On-Year, so what’s the point, be expected customers would increase similarly. Probably most relevant to look at thr financial performance -The revenue was just over a million bucks for FY23. FY23 cloud gaming had revenue of $1.03m, and losses of $1.6m. FY22 cloud gaming had revenue of $0.722m, on losses of $1.13m – revenues increase by 43% whilst losses increase by 42% at the same time. Putting on your Warren Buffett hat here, How can this be considered an investable business model? Losses increase at same rate as the business grows. This isnt a profitsble business model.
Putting into context, the internet business does $17m of turnover. At $m FY23 Revenue, cloud gaming is only a business division that is only 6% of the entire company. Will let you decide what is material.
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