Consumer Education & Information — multiples
Median EV / LTM Revenue across the cohort at each month end, with the 25th–75th percentile band. Membership follows the same tagging as the company counts, so a company tagged into several subsectors is included in each.
Historical median multiple
No price history for this cohort yet. Multiples appear once covered companies have daily prices and quarterly financials — these backfill on the next data refresh.
Other subsectors in Consumer Internet, Media & Gaming
Social, Community & Creator Platforms
Social networks; messaging/communities; creator tools and monetization; user-generated content.
1
Streaming & Digital Media
Video streaming; music/audio; digital publishing; podcasting; advertising-supported media.
2
Gaming & Interactive Entertainment
Game publishers; mobile gaming; PC/console gaming; game engines/tools; esports & platforms.
1
Dating & Social Discovery
Dating apps; friendship/community discovery; social discovery platforms.
1
Consumer Subscription Applications
Fitness/wellness; personal productivity; consumer security; lifestyle subscriptions; family/parenting apps.
2