Gaming & Interactive Entertainment — 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
Gaming & Interactive Entertainment · Median EV / LTM Revenue
Cross-sectional median multiple over time, with the 25th–75th percentile range shaded.
Current
4.6x
Median
9.1x
Min
4.3x
Max
23.2x
Latest point 2026-08-04: median 4.6x across 1 company.
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
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
Consumer Education & Information
Online learning; language learning; test preparation; consumer reference and research platforms.
0