Back to Rankings

INSE

Inspired EntertainmentD
Nasdaq / Consumer Services
Last Price
At close
2026-06-02
View Chart
Documents
52
Stored
Transcripts
1
Recent loaded
Latest report
2026-05-28
Investor release

Document history

Earnings documents stored for INSE.

12 shown
Investor releaseQuarter not tagged2026-05-28

A Look Back at Consumer Discretionary - Gaming Solutions Stocks’ Q1 Earnings: Inspired (NASDAQ:INSE) Vs The Rest Of The Pack

StockStory

As the Q1 earnings season wraps, let’s dig into this quarter’s best and worst performers in the consumer discretionary - gaming solutions industry, including Inspired (NASDAQ:INSE) and its peers. The Consumer Discretionary sector, by definition, is made up of companies selling non-essential goods and services. When economic conditions deteriorate or tastes shift, consumers can easily cut back or eliminate these purchases. For long-term investors with five-year holding periods, this creates a structural challenge: the sector is inherently hit-driven, with low switching costs and fickle customers. As a result, only a handful of companies can reliably grow demand and compound earnings over long periods, which is why our bar is high and High Quality ratings are rare. Gaming solutions companies provide the technology infrastructure behind gambling—slot machines, table game systems, lottery terminals, sports-betting platforms, and back-end software for casinos and online operators. Tailwinds include the ongoing legalization of sports betting across U.S. states and international markets, growing adoption of digital and mobile wagering, and casino operators' demand for data-driven player engagement tools. However, headwinds include stringent and evolving regulatory requirements across jurisdictions, high upfront R&D costs to develop next-generation platforms, and customer concentration risk given the limited number of large casino operators. Increasing competition from in-house technology development by major operators also pressures demand. The 6 consumer discretionary - gaming solutions stocks we track reported a strong Q1. As a group, revenues beat analysts’ consensus estimates by 2.9%. In light of this news, share prices of the companies have held steady. On average, they are relatively unchanged since the latest earnings results. Specializing in digital casino gaming, Inspired (NASDAQ:INSE) is a provider of gaming hardware, virtual sports platforms, and server-based gaming systems. Inspired reported revenues of $57.2 million, down 5.3% year on year. This print fell short of analysts’ expectations by 5.8%, but it was still a strong quarter for the company with a beat of analysts’ EPS and adjusted operating income estimates. “Our first-quarter results reflect the execution of our strategy and the quality of our underlying business,” said Brooks Pierce, President...

Investor releaseQuarter not tagged2026-05-18

5 Revealing Analyst Questions From Inspired’s Q1 Earnings Call

StockStory

Inspired’s first quarter was marked by the continued impact of last year’s divestiture of its holiday park business and a major restructuring in its pubs segment. Management attributed the quarter’s performance to a sharper focus on higher-margin digital businesses and cost reductions, including significant headcount and capital expenditure cuts. Executive Chairman Lorne Weil highlighted that the Interactive segment, in particular, delivered strong growth, offsetting headwinds from business exits and sector-specific challenges. Weil stated, “Our continuing revenue grew by 15% year-to-year, driven in large part by 38% revenue growth in Interactive.” Is now the time to buy INSE? Find out in our full research report (it’s free). Revenue: $57.2 million vs analyst estimates of $60.69 million (5.3% year-on-year decline, 5.8% miss) Adjusted EPS: -$0.02 vs analyst estimates of -$0.15 (86.6% beat) Adjusted EBITDA: $23.7 million vs analyst estimates of $22.47 million (41.4% margin, 5.5% beat) Operating Margin: 16.1%, up from 2.6% in the same quarter last year Market Capitalization: $196.1 million While we enjoy listening to the management's commentary, our favorite part of earnings calls are the analyst questions. Those are unscripted and can often highlight topics that management teams would rather avoid or topics where the answer is complicated. Here is what has caught our attention. Barry Jonas (Truist Securities) asked about macro and geopolitical risks impacting revenue and costs. CEO Brooks Pierce stated they are monitoring conditions but have not seen material impacts so far. Barry Jonas (Truist Securities) queried about Virtual Sports growth and long-term targets. Pierce admitted growth in Virtual Sports has not met earlier expectations, citing regulatory barriers in North America, but pointed to upcoming product initiatives and lottery opportunities as future drivers. Will Yager (Craig-Hallum Capital) questioned the slight reduction in revenue guidance and whether it was due to UK taxes or Virtuals. Pierce responded that margin increases are driving guidance adjustments, with no significant fundamental shift expected. Will Yager (Craig-Hallum Capital) asked about future expansion in Interactive after recent launches in South Africa and West Virginia. Pierce emphasized ongoing opportunities in regulated markets and the transformative potential of broader U.S....

Investor releaseQuarter not tagged2026-05-08

Inspired Entertainment Q1 Earnings Call Highlights

MarketBeat

Interested in Inspired Entertainment, Inc.? Here are five stocks we like better. After 2025 portfolio moves (holiday park sale and pub restructuring) that cut headcount by about a third and reduced annual capex, continuing revenue rose 15% YoY, driven by Interactive (about 38% revenue growth), with reported EBITDA up 29% and margins expanding ~1,100 bps. Inspired generated roughly $60 million of free cash flow in Q1, used ~$13 million to pay down debt and repurchased close to 400,000 shares, bringing leverage down to about 3x and keeping debt reduction and buybacks as top capital-allocation priorities. Interactive momentum remains strong—North America now accounts for over 30% of Interactive GGR and April U.K. GGR was >40% higher YoY despite the U.K. tax rise to 40%—while Virtual Sports has stabilized but faces Brazil and U.S. regulatory headwinds, with growth catalysts expected from lotteries, the World Cup and a Playtech-related rollout into H2/2026–2027. Inspired Entertainment (NASDAQ:INSE) executives said first-quarter results reflected the benefits of portfolio changes made in 2025, highlighting strong Interactive growth, margin expansion, and improved cash generation that supported both debt reduction and share repurchases. Executive Chairman A. Lorne Weil said the company continued to see the payoff from two major actions taken last year: the sale of its holiday park business and a restructuring of its pubs business intended to reduce capital and labor requirements. Weil said overall headcount has been reduced by about a third, from more than 1,500 to around 950, and annualized capital spending has been cut from the “mid-$40 million” range to the “low $30 million” range. → Insider Sales: Top AST SpaceMobile Insider Cuts Postion Over 30% Weil said that after adjusting for one-time impacts related to the holiday park sale and pub restructuring, “continuing revenue grew by 15% year-to-year,” driven primarily by Interactive. He cited “38% revenue growth in Interactive” and said first-quarter reported EBITDA increased 29% year over year, with EBITDA margin expanding by 1,100 basis points. Using company slides to illustrate the shift, Weil said the holiday parks and pub actions together reduced first-quarter 2025 revenue by about $10 million (from roughly $60 million to $50 million). He said that continuing revenue of about $50 million in the year-ago quart...

Investor releaseQuarter not tagged2026-05-08

Inspired Entertainment, Inc. Q1 2026 Earnings Call Summary

Moby

Performance was driven by the 2025 strategic divestiture of the holiday park business and restructuring of the pubs segment to reduce capital and labor intensity. Management reduced total headcount by approximately 1/3 and lowered annualized capital spending from the mid-$40 million range to the low $30 million range. Interactive revenue grew 38% year-over-year, serving as the primary growth engine alongside share gains in the retail business across the U.K. and Greece. The company achieved an 1,100 basis point expansion in EBITDA margin, attributed to the shift toward higher-margin digital businesses and improved retail performance. Retail growth in Greece was supported by an 11% increase in win per unit following the introduction of the Valor Slant top machine. Management attributed sustained Interactive growth to superior content development and enhanced account management teams securing prime placements with operators. Management expects steady sequential growth in EBITDA starting from Q1 2026 now that the holiday park sale has removed most business seasonality. An additional internal game development studio is scheduled to come online in the second half of 2026 to increase content output and variety. The company is targeting strong cash flow conversion and declining leverage, with plans to continue both debt repayment and share repurchases. Expansion in North America is expected to scale over the next 12 to 18 months, specifically through the Chicago market launch in Q4 2026 and growth in Canadian provinces. Management anticipates a 'tipping point' for Virtual Sports driven by upcoming product releases, the World Cup tailwind, and potential North American lottery partnerships. A U.K. Interactive tax rate increase from 21% to 40% took effect April 1, 2025; however, April revenue grew 10% as share gains offset the tax impact. Virtual Sports performance remains flat as growth in other regions is currently being offset by ongoing headwinds in the key Brazilian market. The company successfully reduced its leverage to 3x and generated $16 million in free cash flow during the quarter. Management noted they are monitoring macro and geopolitical issues closely but have not seen a material impact on the top line thus far. Our analysts just identified a stock with the potential to be the next Nvidia. Tell us how you invest and we'll show you why it's our #1 pick....

Investor releaseQuarter not tagged2026-05-07

Inspired Reports First Quarter 2026 Results

GlobeNewswire

First Quarter Revenue of $57.2 million; Revenue excluding the former UK holiday parks business and restructured pubs business up 15% year-over-year1 First Quarter Net Operating Income of $9.2 million, Net Loss of $0.5 million and Adjusted Net Loss of $0.7 million Adjusted EBITDA of $23.7 million, up 29% from prior year, generating a 41% Adjusted EBITDA Margin, driven by portfolio optimization and growth in higher-margin Interactive segment Interactive Revenue and Adjusted EBITDA up 38% and 53% year-over-year, respectively First quarter Free Cash Flow of $15.8 million2 Repaid $13.3 million of principal of senior secured notes and repurchased 387,230 shares of common stock for $2.6 million Reiterating full year 2026 Adjusted EBITDA target range of $112 million to $118 million3 NEW YORK, May 07, 2026 (GLOBE NEWSWIRE) -- Inspired Entertainment, Inc. (“Inspired” or the “Company”) (NASDAQ: INSE), a leading B2B provider of gaming content, technology, hardware and services, today reported financial results for the first quarter ended March 31, 2026. “Our first-quarter results reflect the execution of our strategy and the quality of our underlying business,” said Brooks Pierce, President and CEO of Inspired Entertainment. “While reported revenue declined 5% year over year due to the divestiture and pubs restructuring, our core business continues to deliver solid growth and momentum. Importantly, Adjusted EBITDA increased 29% despite these actions and against a prior-year period that included the holiday parks business, demonstrating the scalability of our model and the benefits of our shift toward higher margin segments. Content remains our key differentiator, driving continued market share gains and outperformance across both Interactive and Retail Solutions. This above-market growth is being driven by a steady cadence of high-quality game releases, increased premium placements, and a strong distribution network across online and retail channels. Despite the near doubling of the UK remote gaming duty in April, we continue to gain share, driving our Interactive revenue growth within the market. Our retail business has also outperformed expectations, reflecting the quality of our content and the success of our new machines. While Virtual Sports Adjusted EBITDA was slightly down in the quarter, we expect improvement in the second half of the year, driven by broader dis...

Investor releaseQuarter not tagged2026-05-07

Inspired Entertainment: Q1 Earnings Snapshot

Associated Press

NEW YORK (AP) — NEW YORK (AP) — Inspired Entertainment, Inc. (INSE) on Thursday reported a loss of $500,000 in its first quarter. On a per-share basis, the New York-based company said it had a loss of 2 cents. The company posted revenue of $57.2 million in the period. _____ This story was generated by Automated Insights (http://automatedinsights.com/ap) using data from Zacks Investment Research. Access a Zacks stock report on INSE at https://www.zacks.com/ap/INSE

TranscriptFY2026 Q12026-05-07

FY2026 Q1 earnings call transcript

Earnings source - 61 paragraphs
Operator

Good morning, everyone, and welcome to the Inspired Entertainment first quarter 2026 conference call. All participants' lines have been placed on mute to prevent any background noise. After the speakers re-prepared remarks, we will open the call for a question-and-answer session. Please note that today's event is being recorded. Before we begin, please refer to the company's forward-looking statements that appear in the first quarter 2026 earnings press release and in the accompanying slide presentation, both of which are available in the Investors section of the company's website at www.inseinc.com. This also applied to today's conference call. Management will be making forward-looking statements within the meaning of United States securities laws. These statements are based on management's current expectations and beliefs and are subject to various risks, uncertainties, and other factors that may cause actual results to differ materially from those expressed or implied in such statements.

Operator

For a discussion on these risks and uncertainties, please refer to the company's filing with the Securities and Exchange Commission. During today's call, the company will discuss both GAAP and non-GAAP financial measures. Reconciliations of these non-GAAP measures to the most directly comparable GAAP measures can be found in today's earnings release and slide presentation, which are both available on the website. With that, I would now like to turn the call over to A. Lorne Weil, the company's Executive Chairman. Mr. Weil, please go ahead.

A. Lorne Weil

Thank you, operator. Good morning, everyone, and thanks for joining our first quarter conference call. Once again, we've prepared a slide deck to help focus the conversation, and Brooks and I will be using that for the balance of the program. Beginning with slide three, we continued in the first quarter to see the benefits of steps taken in 2025. As been reported previously, we took two important actions in 2025 to alter the balance of our portfolio. We sold the holiday park business, which we've discussed a number of times, and we restructured the pub's business to significantly reduce both capital and labor requirements. Overall, we've reduced company headcount by about a third from over 1,500 to around 950 and cut our annualized capital spending from the mid $40 million to the low $30 million.

A. Lorne Weil

Adjusting for the one-time impact of the holiday park and pub restructuring, which I'll discuss a little bit more in a moment, our continuing revenue grew by 15% year-to-year, driven in large part by 38% revenue growth in Interactive. Our Q1 reported EBITDA grew by 29%. Our EBITDA margin expanded by 1,100 basis points. We paid down $13 million in debt, and we bought back close to 400,000 shares. It was a very busy quarter. Slide four illustrates a little more clearly what's going on with revenue. The actions taken in holiday parks and pub together had the effect of reducing revenue in the first quarter of 2025 by about $10 million from $60 million-$50 million, as illustrated in the slide.

A. Lorne Weil

Driven importantly, but by no means exclusively by Interactive growth, this continuing revenue of $50 million, excuse me, grew by 15% to a little more than $57 million in the first quarter of 2026. Interactive is certainly the primary growth driver, but as Brooks will discuss in more detail in a minute, our retail business has been performing very well in all its worldwide markets. The sustained Interactive growth illustrated in slide five has in turn been driven importantly by superior content development, as has the retail business, though obviously to a lesser extent. In the retail business, the markets themselves are growing less quickly, and particularly in the U.K. and Greece, our market share is much higher. In just a moment, Brooks will elaborate on our content strategy, including the bringing on stream of a new studio.

A. Lorne Weil

Along with the focus on content development, we've been entering new markets, winning new customers, strengthening our accounts management team in order to maximize the benefit of our content. With that, I'll hand it over to Brooks.

Brooks Pierce

Okay, great. Thanks, Lorne. Moving to slide six and to build on the points you made. Our core strength and focus is on developing the best content and delivering it wherever it's consumed, including retail, online, or in any number of geographies worldwide. One of our key markets is North America, which is now over 30% of our Interactive GGR overall and continuing to grow. As you can see on slide six, we continue to climb the ladder in the Eilers U.S. online report, moving up to fourth in the April report from number eight just a year ago. We're continuing to increase our share in both North America and the U.K. This isn't driven not just by content alone, but by a consistent roadmap of high-performing new game releases.

Brooks Pierce

We've also enhanced our account management teams to work more closely with our operator partners on securing prime placements and supporting promotional activity for exclusives as a key part of our offering. On slide seven, you can clearly see that we've built a portfolio of high-performing content across the last few years. With growth accelerating since January of 2025. We've seen these trends continue into April, where we ended the month on a high note with our highest ever single day total value played. These continuing results validate our strategy, and we're excited to bring an additional studio online in the second half of the year to continue to feed our operator partners with more great content that they've come to count on. Turning to the U.K., as of April 1st, the increased tax rate from 21%-40% came into effect in our Interactive business.

Brooks Pierce

With just over a month of data, the impact we are seeing tracks exactly with what we had forecast. Importantly, despite the step up, we saw our U.K. Interactive revenue grow in April, driven by our continuing share gains. Our U.K. GGR in April was more than 40% higher than a year ago, offsetting the tax increase and net-net resulting in our revenue growing by more than 10%. Where we see others retrenching in the U.K. market, we see opportunity to continue to grow our share, and we're committed to the resources to leverage this opportunity. Even with the tax headwind, the U.K. continues to demonstrate strength and resilience of this segment. Moving to slide eight.

Brooks Pierce

We're seeing the benefits of both strong content and the rollout of new machines across several key customers and geographies in our retail solutions business, proving that this phenomenon exists beyond Interactive. In the U.K., William Hill in particular, but frankly our entire U.K. LBO business, showed positive momentum in the first quarter, and we expect that to continue. We also added two new customers, Jenningsbet and Corbetts, and signed a multiyear contract extension with Paddy Power early in the second quarter. In Greece, our win per unit per day increased 11%, led by our recently introduced Valor Slant Top machine, and we will continue upgrading over the rest of 2026 and into 2027. We believe that this machine refresh will continue to drive growth in the retail solutions segment.

Brooks Pierce

In North America, we're cautiously optimistic about the expansion into Chicago and see the broader Illinois market as a good opportunity for us over the next 12-18 months. Combined with our growing footprint across several Canadian provinces, starting to see the beginning of the providing the scale that we really need in North America. Moving to slide nine. As we've talked about over the last year, we've seen stabilization in virtual sports despite the ongoing headwinds in Brazil, which remains a key market for us. Unfortunately, growth we are seeing in other regions is currently being offset by performance in Brazil. However, we see a clear path to growth supported by additional key customers and upcoming product releases, as well as the tailwind from the World Cup.

Brooks Pierce

Moving to slide 10, which I think really validates what we've been talking about for some time, that optimizing our portfolio is delivering the outcome we expected. Divesting the lower margin, more capital-intensive.

A. Lorne Weil

Sorry about that.

Brooks Pierce

Lorne, keep your phone off.

A. Lorne Weil

I will.

Brooks Pierce

Divesting the lower margin, more capital-intensive and less strategic holiday parks business, along with the restructuring of our pubs estate to be less capital and labor-intensive, has had the exact impact we were expecting. As a result, the shift to higher margin digital businesses, combined with improved retail performance, is leading to overall growth in EBITDA, margin expansion and significant improvement in cash flow. All of this is underpinned by our continued focus on delivering the best content to support this strategy. I'll turn it back over to Lorne.

A. Lorne Weil

Thanks, Brooks. Just to refocus a little on the numbers. Slide 11 is once again a snapshot of where we were at the end of the first quarter. Year-over-year growth in EBITDA was 29%. Digital accounted for about 60% of our EBITDA, and our leverage had declined to 3x. More importantly, slide 12 analyzes what happened with cash. We generated about $60 million in free cash flow, which we used to both repurchase stock and repay debt. Obviously, this won't occur every quarter because every other quarter we have a semi-annual cash interest payment to make. Over the course of a year, with cash generation being fairly steady and annual cash interest in the mid-30s and declining as we deleverage, our leverage-free cash flow conversion as a percent of EBITDA is comfortably in the 20s and hopefully growing.

A. Lorne Weil

Cash flow conversion and other key metrics are summarized in the targets on Slide 13. As we move through this year, we're projecting the underlying trends we've been seeing will continue. We expect to see steady sequential growth in EBITDA from Q1 onward now that most of the seasonality has been removed with the holiday park sale. In parallel, we're targeting strong cash flow conversion and declining leverage driven by both the paydown of debt and growing EBITDA. In terms of asset allocation, we will look to continue to both debt repayment and share repurchase. With that, we'll open the program up to questions.

Operator

To remind everyone, in order to ask question, press star then the number one on your telephone keypad. Your first question is coming from the line of Barry Jonas of Truist Securities. Please go ahead.

Barry Jonas

Hey, guys. Thank you for all the really helpful color so far. Just a couple from me. I think we've heard from some competitors about macro and geopolitical issues impacting the top line and perhaps the cost environment, just I think I asked this last quarter, wanted to see if you had any updated thoughts there you could share.

Brooks Pierce

No. I think we're probably aligned with pretty much everyone else, and it's something that we're watching very closely. We're, you know, we're not seeing the impact of it thus far, but we're obviously mindful of it. I think the first quarter is kinda positively reinforcing that. You know, as we all know, you kinda have to keep your head on a swivel about this stuff.

Barry Jonas

Got it. Okay. Then, you know, I think the ramp of Interactive's been fairly impressive over the past few years. You know, the Virtual business is one where I think years ago we maybe had higher expectations and maybe just wanted to kind of get your thoughts. I think before we saw some of the near-term challenges, we were thinking kind of like a mid-teens percentage of OSB handle was a decent long-term target for Virtuals. Curious if you have any updated thoughts about the longer-term opportunity here? Thank you.

Brooks Pierce

Yeah, I think it's an interesting question. I think, I would say that we're probably a little frustrated at the growth that we would have expected from Virtual Sports. Just to put it in a little bit of context, at least as it relates to North America, you know, obviously, online sports betting is in 39 states, and right now, we're technically only allowed to go in a couple of states. Obviously one of the things that we would hope is to add both additional states, but also additional operators. Look, I think we have some product initiatives that are coming out that will help. We obviously expect to get some tailwind from the World Cup.

Brooks Pierce

You know, that might have been aggressive to think that it was gonna be a mid-teens percentage as a part of online sports betting. It's probably more like maybe mid to high single digits is probably the right number to think about.

A. Lorne Weil

I think there's another issue, that I think is very important, Barry, too, which is that the opportunity for Virtual Sports is, certainly in North America, is not limited.

Brooks Pierce

Yeah

A. Lorne Weil

to basically a companionship with online sports betting. That is in the lottery space. Without going into a lot of detail right now, I can tell you that we're seeing some very interesting developments with some of the most important lotteries in North America regarding the opportunity for Virtual Sports there. I think definitely as we move through this year, we'll see a couple of very meaningful developments that I think will be a tipping point for the Virtual Sports.

Barry Jonas

Awesome. All right. Thank you very much.

Brooks Pierce

Sure. Thanks, Barry.

Operator

Your next question is coming from the line of Ryan Sigdahl from Craig-Hallum Capital. Please go ahead.

Will Yager

Hey, good morning. This is Will Yager on for Ryan Sigdahl. Thanks for taking our questions. First wanted to ask on the guide, you reiterated adjusted EBITDA, but increased the margin, so it implies that revenue a little bit lower than you expected. Curious what's the main factor going into that? Is it mostly U.K. iGaming taxes, virtuals, or is it something else entirely? Thanks.

Brooks Pierce

I think it's, I guess how I would characterize it is just a slight tweak. We're seeing the margins continue to increase. Obviously you've done the math on the revenue, but I think that's, it's just a guide. We certainly feel very confident. That's why we've, you know, upped the EBITDA margin targets. I, I don't see this as a big fundamental shift in it by any stretch of the imagination.

Will Yager

That's fair. Just a quick follow-up. I wanted to ask sort of on the Interactive expansion, you ended up launching in South Africa Fanatics in West Virginia. I am curious what the future expansion, you know, opportunities look like and how much more you think you have to run. Thanks, guys.

Brooks Pierce

Yeah. Sure. I think, you know, we've talked about this, you know, a number of times, and Lorne may wanna add to my commentary because I know he talks about it a lot, is, look, we're going into the regulated markets where we think it makes sense expanding in markets like West Virginia and South Africa. I think what we feel over the longer term is there's gonna be a large opportunity for expansion of iGaming in North America, particularly with everything that's happening in terms of, you know, the states not getting the kind of support from the federal government that they've gotten in the past, and we think that there's gonna be an opportunity for more and more states. Obviously, there was a whole big thing about this in D.C. recently. Virginia has talked about it.

Brooks Pierce

I think it's an underappreciated. No one knows what the timing of that is gonna be, but we feel like there's going to be, you know, more states that will come on board. Frankly, if that were the case, you know, that really takes no more for us from an infrastructure or cost standpoint to deliver these additional states other than, you know, a little bit of bandwidth cost. We don't know when, but we see that as a huge opportunity to be transformative for us.

Will Yager

Thanks, Brooks.

Brooks Pierce

My pleasure.

Operator

Your next question is coming from the line of Chad Beynon of Macquarie. Please go ahead.

Chad Beynon

Good morning. Thanks for taking my question. Brooks and Lorne, I wanted to stick on Interactive, just given the, you know, how important this is and the growth that you highlighted here in the first quarter. Just thinking about the new studio, new game launches and how AI can build upon that, could you help us think about, you know, maybe some of the tried and true games that have done well? Then with this new studio, will that all be incremental in how we use AI to just get games quicker to market for your partners? Thanks.

Brooks Pierce

Yeah, no, thanks, Chad. That's a great question. I think the reality is, yeah, I think the single biggest thing from the Interactive side that we've been talking about for a while, I think, you know, we've talked about this. We've looked long and hard for potential acquisitions in the space as a tuck-in to add more capacity and didn't find anything that made sense for us, and finally decided that we were gonna build the studio ourselves, and that's, you know, well down the path, and we'll start producing games in the 2nd half of the year.

Brooks Pierce

On your comment on AI, yeah, I mean, for sure, the utilization of AI across the business, but certainly in the game development side of things accelerates the ability for us to deliver games faster, which is something that, you know, I think is gonna be important for us as we go forward. You know, adding capacity, adding kind of different types and styles of games to, you know, broaden our portfolio and getting more games out faster through utilizing AI is clearly a big strategy of ours.

Chad Beynon

Okay. Great. Thanks. On the retail business, focusing on units in North America, I know there were a few bills to grow the distributed gaming markets in a few states that didn't get across the end line. You mentioned Chicago, which I think is coming in the fourth quarter. Where else can you go in the U.S.? Are you looking to get licensed in other markets? I know Louisiana, Georgia, Nebraska, et cetera, have similar types of markets that are growing on a same-store basis. Just wanting to know if you could help us on the TAM in that market. Thanks.

Brooks Pierce

Yeah. I think what we've, you know, what we've consciously tried to do, here is to build, you know, at the right pace for us. We obviously mentioned in the release we've got, you know, multiple Canadian provinces that are now kind of ordering machines on a yearly basis, and that's very important for us. Illinois and, in particular Chicago, assuming everything goes as expected, you know, we'll start in the fourth quarter and then, you know, we'll be a bigger part of next year. I think we mentioned on a prior call that we had done, or at least in a press release, that, you know, that we've developed, in concert with Gaming Arts, a game that will go on their Class III cabinet.

Brooks Pierce

We think that should be a proof point hopefully for us that our content will work, you know, in Class III. Obviously that opens up, you know, a number of opportunities across Class III and Class II. Specifically on the distributed question that you had, we kind of have to take it on a market-by-market basis. Each one has its own nuances. You know, Montana, Nevada, Louisiana each have their own kind of unique attributes. We went with what we thought was the best and most likely place for success first. We certainly are looking at not only the, you know, the North American market for distributed gaming, but frankly distributed gaming on a worldwide basis.

Chad Beynon

Thanks, Brooks. Appreciate it.

Brooks Pierce

No problem, Chad.

Brooks Pierce

At this time, there are no further questions.

Brooks Pierce

Operator?

Operator

At this time, I would like to remind everyone in order to ask question, press star then the number one on your telephone keypad. Your next question is coming from the line of B. Riley Securities. Please go ahead.

Speaker 6

Hi, this is [Matthew] on for Josh Nichols from B. Riley. I guess just on the Virtual Sports side, I was wondering how should we think about the Playtech deal alongside the World Cup? Is the timing going to allow you guys to have content live on Playtech's network ahead of the tournament or maybe during it? Is that more of like a second half 2027 revenue driver?

Brooks Pierce

Yeah, I'd say it's more of a second half. You know, we think this is a great opportunity for us, to, you know, to get our product into the Playtech network. I think our first customer should go live here shortly. I would say it's much more of a second half, and going into 2027, opportunity for us.

Speaker 6

Got it. Thanks. Also, I guess, in terms of, like, BetMGM Sportsbook tab integration in New Jersey, I mean, I'm pretty sure it's been live for a couple of months now. I'm wondering, like, is there any early reads that you see there on player engagement and how that can possibly lead to future operators signing with you guys?

Brooks Pierce

Yeah. I mean, I think, it's probably a mixed bag. I think, the results from BetMGM in Ontario have been very good. Probably not quite as good as we'd hoped so far in New Jersey, but we're working with BetMGM, in particular, about where we're positioned on the, on the site and some promotional stuff. I think it's a little early. I think maybe it's four-six weeks that we've been out with them. You know, it doesn't happen overnight, but we certainly feel very bullish, and we're having some conversations, you know, with some of the other big sports betting operators, I think, that are looking to broaden their portfolio.

Brooks Pierce

To just add on to Lorne's comment, we do think, both on an online basis and importantly in a retail basis, that virtual sports or monitor gaming, as they call it in the lottery industry, is a very big opportunity for us that's underappreciated. We would expect, over the next 6-12-18 months, having some pretty meaningful contribution coming from that as well. Even though the virtual sports business is relatively flat, there's a number of opportunities that we see that we think can get that business back to growing.

Speaker 6

Thanks for that. Last question for me, just on the Interactive side. Mainly on the Hybrid Dealer pipeline, if I remember correctly, I think Jackpot King and Betfred were expected soon to be signed. I'm wondering, like, where that stands and how the rest of the funnel is shaping up.

Brooks Pierce

Yeah, you're right about both of those. I would have expected that we would have them live at this point, but it's probably gonna be June for that. We'll start. As we talked about before, this is the, you know, the games that have the combination with our slot content that has done very well. The Wolf It Up! game is the first one that will go out. We'll be rolling it out to a number of customers starting in June. You know, when we have our next call in August, I guess we'll be able to talk about that in a little bit more detail.

Speaker 6

Great. Thanks. That was all for me. Thanks for taking my questions.

Brooks Pierce

You're welcome. Thanks.

Operator

There's no other questions in queue at this time, and that concludes our Q&A session. I will now turn the conference back over to Lorne Weil for closing remarks. Please go ahead.

A. Lorne Weil

Thank you very much, operator. Again, thanks everyone for joining the call this morning. I think you can tell we're feeling very positive about where the business is. The one issue that had been a concern had been this issue of the U.K. tax, but at least so far in the second quarter, we've been able to more than offset the impact of the tax by our growth in gaming revenue in the U.K. The business is really in very good shape. We're buying back stock, the leverage is coming down, the margins are going up, all the things that have been our objectives for a while. Hopefully this will continue through the second quarter, and we'll look forward to reporting in three months. Thank you.

Operator

Ladies and gentlemen, that concludes today's call. Thank you all for joining. You may now disconnect.

Investor releaseQuarter not tagged2026-04-24

Inspired to Report First Quarter 2026 Results and Hold Conference Call on May 7

GlobeNewswire

NEW YORK, April 24, 2026 (GLOBE NEWSWIRE) -- Inspired Entertainment, Inc. ("Inspired" or the “Company”) (NASDAQ: INSE), a leading B2B provider of gaming content, technology, hardware and services, announced that it will report financial results for the first quarter ended March 31, 2026 before the market opens on Thursday, May 7, 2026. Inspired management will host a conference call and simultaneous webcast the same day at 9:00 a.m. ET / 2:00 p.m. in the UK to discuss the Company's results. Conference Call Information Telephone: The dial-in number to access the call live is 1-800-715-9871 (US) or 1-646-307-1963 (International). Participants should ask to be joined into the Inspired Entertainment call. Webcast: A live audio-only webcast of the call can be accessed through the "Events & Presentations" page of the Company's website at www.inseinc.com under the Investors link. Please follow the registration prompts. Replay: A replay of the webcast will be available on the Company's website at www.inseinc.com. About Inspired Entertainment, Inc. With a proven track record of innovation, Inspired is a leading provider of content, technology, hardware and services for licensed gaming, betting and lottery operators around the world. Inspired’s proprietary games resonate with players and deliver consistent performance for gaming operators across interactive, virtual sports, and retail gaming environments. Inspired’s content and gaming systems are designed to work together across digital and retail channels, enabling scalable deployment and a consistent player experience. Through this integrated content-led approach, Inspired helps operators strengthen their offerings, drive engagement, and deliver compelling player experiences. Additional information can be found at www.inseinc.com. Contact: For Investors [email protected]

Investor releaseQuarter not tagged2026-03-11

Inspired Entertainment Inc (INSE) Q4 2025 Earnings Call Highlights: Record EBITDA Margin and ...

GuruFocus.com

This article first appeared on GuruFocus. Interactive Business Revenue Growth: 53% increase in the fourth quarter. Interactive Business EBITDA Growth: 60% increase in the fourth quarter. Fourth Quarter EBITDA Margin: Reached 42%, a record for any single quarter in company history. Full Year 2025 EBITDA Margin: 37% of revenue. 2026 EBITDA Guidance: $112 million to $118 million, with a midpoint of $115 million. Net Leverage Target: 2.5 to 3 times by year-end 2026. Recurring Revenue: More than 80% of total revenue. Digital Business Contribution to EBITDA: Accounted for 51% of EBITDA in 2025. 2025 EBITDA: $111 million, 11% increase over 2024. Leverage at End of 2025: 3.3 times. Projected 2026 EBITDA Margin: Expected to expand to 45% plus. Warning! GuruFocus has detected 6 Warning Signs with INSE. Is INSE fairly valued? Test your thesis with our free DCF calculator. Release Date: March 10, 2026 For the complete transcript of the earnings call, please refer to the full earnings call transcript. The interactive business showed significant growth, with revenue and EBITDA increasing by 53% and 60% respectively in the fourth quarter. The company achieved a record EBITDA margin of 42% in the fourth quarter, with expectations to reach mid-40s in 2026. Inspired Entertainment Inc (NASDAQ:INSE) successfully launched its Virtuals business with BetMGM, expanding its presence in the North American market. The company has maintained strong relationships with key customers like bet365 and Entain, ensuring recurring revenue and contract renewals. The iGaming segment continues to perform well, with more than 40% EBITDA growth for 10 consecutive quarters, and expansion into new geographies like South Africa is planned. The UK tax increase could potentially impact customer GGR, although it is not expected to affect Inspired Entertainment Inc (NASDAQ:INSE)'s margins. There is some uncertainty regarding the timing and impact of additional states legalizing iGaming in the U.S., which could affect growth projections. The company experienced a slight softening in the Brazil market for Virtual Sports, attributed to seasonality and pre-World Cup lag. Despite strong growth, there is a concern about the sustainability of the current growth rate in the interactive segment over the long term. The company is undergoing a transition to a more asset-light model, which involves significant change...

Investor releaseQuarter not tagged2026-03-10

Inspired (NASDAQ:INSE) Reports Sales Below Analyst Estimates In Q4 CY2025 Earnings

StockStory

Gaming company Inspired (NASDAQ:INSE) fell short of the market’s revenue expectations in Q4 CY2025, with sales falling 4.9% year on year to $77.2 million. Its non-GAAP loss of $0.18 per share was significantly below analysts’ consensus estimates. Is now the time to buy Inspired? Find out in our full research report. Revenue: $77.2 million vs analyst estimates of $78.1 million (4.9% year-on-year decline, 1.1% miss) Adjusted EPS: -$0.18 vs analyst estimates of $0.21 (significant miss) Adjusted EBITDA: $32.3 million vs analyst estimates of $31.36 million (41.8% margin, 3% beat) Operating Margin: 14.5%, down from 17.2% in the same quarter last year Free Cash Flow was -$12.2 million compared to -$1 million in the same quarter last year Market Capitalization: $224.6 million “Our fourth quarter results reflect the strength of our underlying business and the progress we are making in advancing our strategic priorities,” said Brooks Pierce, President and CEO of Inspired. Specializing in digital casino gaming, Inspired (NASDAQ:INSE) is a provider of gaming hardware, virtual sports platforms, and server-based gaming systems. Examining a company’s long-term performance can provide clues about its quality. Any business can have short-term success, but a top-tier one grows for years. Regrettably, Inspired’s sales grew at a weak 8.8% compounded annual growth rate over the last five years. This was below our standard for the consumer discretionary sector and is a poor baseline for our analysis. We at StockStory place the most emphasis on long-term growth, but within consumer discretionary, a stretched historical view may miss a company riding a successful new product or trend. Inspired’s performance shows it grew in the past but relinquished its gains over the last two years, as its revenue fell by 3% annually. Inspired also breaks out the revenue for its three most important segments: Gaming, Leisure, and Virtual Sports, which are 47%, 12.2%, and 17.7% of revenue. Over the last two years, Inspired’s Gaming (land-based casino games) and Virtual Sports (digital gaming and sports betting) revenues averaged year-on-year growth of 2.2% and 112%. On the other hand, its Leisure revenue (gaming terminals and amusement machines) averaged 62.5% declines. This quarter, Inspired missed Wall Street’s estimates and reported a rather uninspiring 4.9% year-on-year revenue decline, generat...

Investor releaseQuarter not tagged2026-03-10

Inspired Entertainment: Q4 Earnings Snapshot

Associated Press Finance

NEW YORK (AP) — NEW YORK (AP) — Inspired Entertainment, Inc. (INSE) on Tuesday reported a loss of $7.2 million in its fourth quarter. On a per-share basis, the New York-based company said it had a loss of 25 cents. Losses, adjusted for non-recurring costs, came to 18 cents per share. The company posted revenue of $77.2 million in the period, missing Street forecasts. Three analysts surveyed by Zacks expected $77.8 million. For the year, the company reported a loss of $17 million, or 58 cents per share. Revenue was reported as $304.1 million. _____ This story was generated by Automated Insights (http://automatedinsights.com/ap) using data from Zacks Investment Research. Access a Zacks stock report on INSE at https://www.zacks.com/ap/INSE

Investor releaseQuarter not tagged2026-03-10

Inspired Reports Fourth Quarter And Full Year 2025 Results

GlobeNewswire

Transition Underway to More Digital, Scalable, Higher Margin Business Fourth quarter Revenue of $77.2 million driven primarily by record Interactive revenue, up 53% year-over-year Fourth quarter Net Operating Income of $11.2 million, Net Loss of $7.2 million and Adjusted Net Loss of $5.1 million Adjusted EBITDA of $32.3 million, up 5% from prior year, generating a record 42% Adjusted EBITDA Margin, driven by all-time-high Interactive Adjusted EBITDA, up 60% year-over-year First quarter 2026 Adjusted EBITDA expected to increase by at least 20% year over year, with full year 2026 Adjusted EBITDA expected to be in the range of $112 million to $118 million1 NEW YORK, March 10, 2026 (GLOBE NEWSWIRE) -- Inspired Entertainment, Inc. (“Inspired” or the “Company”) (NASDAQ: INSE), a leading B2B provider of gaming content, technology, hardware and services, today reported financial results for the fourth quarter and fiscal year ended December 31, 2025. “Our fourth quarter results reflect the strength of our underlying business and the progress we are making in advancing our strategic priorities,” said Brooks Pierce, President and CEO of Inspired. “We delivered record Interactive revenue (+53% YoY) and Adjusted EBITDA (+60% YoY), underscoring the scalability and operating leverage of our digital core growth engine. With digital representing 52% of Adjusted EBITDA2 following the November divestiture of our holiday parks business, we achieved a record Adjusted EBITDA margin for the quarter3. Content continues to be a key differentiator across the portfolio. In Gaming, customers with new terminal deployments in our UK and Greece estates delivered double-digit gross win growth, supporting further share gains. In Virtual Sports, our new Virtual Soccer BetBuilder™ product in Greece is still in its early stages but is already driving increases in total bet volume and gross win, positioning us well for a broader rollout ahead of this summer’s World Cup. We remain focused on investing in product innovation and new content studios to build on this momentum and further strengthen our competitive position.” Pierce added, “We have also strengthened our balance sheet, repaying approximately $13 million of debt4 and opportunistically repurchasing shares. We will continue to allocate capital thoughtfully while maintaining our focus on consistent performance, improved cash conversion, a...

As of 2026-05-30 • Updated weeklySource: Earnings sourceIngestion runbook