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MYPS

PLAYSTUDIOSB
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2026-08-11
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Investor releaseQuarter not tagged2026-08-11

PLAYSTUDIOS, Inc. Announces Second Quarter Results

Business Wire
Second Quarter Revenue of $55.0 million Net loss of $13.3 million Consolidated AEBITDA of $7.3 million LAS VEGAS, August 11, 2026--(BUSINESS WIRE)--PLAYSTUDIOS, Inc. (NASDAQ: MYPS) ("PLAYSTUDIOS" or the "Company"), a developer and publisher of free-to-play mobile and social games and the creator of the playAWARDS loyalty platform, today announced financial results for the second quarter ended June 30, 2026. Andrew Pascal, Chairman and Chief Executive Officer of PLAYSTUDIOS, said, "Our second quarter results reflect the continued effect of secular pressure on our legacy portfolio, including erosion in audience and revenue. At the same time, we are making meaningful progress simplifying PLAYSTUDIOS, reducing its cost structure, and establishing a more durable operating model. Renewal, the second stage of our business restructuring and cost reduction program, is reducing complexity and fixed costs while sharpening focus and accountability. Although the full benefit of these actions will take time to appear in our reported results, we believe they are positioning the Company for greater operating stability, improved margins, and stronger cash flow in the future." Pascal continued, "The earnings and cash flow generated by our core business have historically funded our investments in new growth initiatives. Given the performance and risk profile of those initiatives, we are applying greater discipline to where and how we deploy capital. Our overriding priority is to improve the performance, profitability, and cash generation of the business we have today. We are therefore reassessing the scale and duration of investment in Tetris Block Party and playSWEEPS. A stronger and more stable core will give us a better platform from which to evaluate and selectively pursue future growth." Second Quarter Financial Highlights Revenue was $55.0 million during the second quarter of 2026, compared to $59.3 million during the second quarter of 2025. Net loss was $13.3 million during the second quarter of 2026, representing a net loss margin of 24.1%, compared to net loss of $2.9 million during the second quarter of 2025, representing a net loss margin of 5.0%. Consolidated AEBITDA, a non-GAAP financial measure defined below, was $7.3 million during the second quarter of 2026, representing a margin of 13.3%, compared to $10.7 million during the second quarter of 2025, representin…Read full document

Second Quarter Revenue of $55.0 million Net loss of $13.3 million Consolidated AEBITDA of $7.3 million LAS VEGAS, August 11, 2026--(BUSINESS WIRE)--PLAYSTUDIOS, Inc. (NASDAQ: MYPS) ("PLAYSTUDIOS" or the "Company"), a developer and publisher of free-to-play mobile and social games and the creator of the playAWARDS loyalty platform, today announced financial results for the second quarter ended June 30, 2026. Andrew Pascal, Chairman and Chief Executive Officer of PLAYSTUDIOS, said, "Our second quarter results reflect the continued effect of secular pressure on our legacy portfolio, including erosion in audience and revenue. At the same time, we are making meaningful progress simplifying PLAYSTUDIOS, reducing its cost structure, and establishing a more durable operating model. Renewal, the second stage of our business restructuring and cost reduction program, is reducing complexity and fixed costs while sharpening focus and accountability. Although the full benefit of these actions will take time to appear in our reported results, we believe they are positioning the Company for greater operating stability, improved margins, and stronger cash flow in the future." Pascal continued, "The earnings and cash flow generated by our core business have historically funded our investments in new growth initiatives. Given the performance and risk profile of those initiatives, we are applying greater discipline to where and how we deploy capital. Our overriding priority is to improve the performance, profitability, and cash generation of the business we have today. We are therefore reassessing the scale and duration of investment in Tetris Block Party and playSWEEPS. A stronger and more stable core will give us a better platform from which to evaluate and selectively pursue future growth." Second Quarter Financial Highlights Revenue was $55.0 million during the second quarter of 2026, compared to $59.3 million during the second quarter of 2025. Net loss was $13.3 million during the second quarter of 2026, representing a net loss margin of 24.1%, compared to net loss of $2.9 million during the second quarter of 2025, representing a net loss margin of 5.0%. Consolidated AEBITDA, a non-GAAP financial measure defined below, was $7.3 million during the second quarter of 2026, representing a margin of 13.3%, compared to $10.7 million during the second quarter of 2025, representing a margin of 18.1%. User acquisition expense increased $2.7 million during the second quarter of 2026 compared to the second quarter of 2025, attributed to the investments in our growth initiatives, net of savings in the core business. Direct-to-consumer revenue was $14.7 million during the second quarter of 2026, compared to $6.7 million during the second quarter of 2025, representing an increase of 120%. Average DAU was 1.9 million, Average MAU was 7.8 million, and ARPDAU was $0.32 during the second quarter of 2026. Cash and cash equivalents were $102.7 million as of June 30, 2026. Management Commentary Snapshot Legacy social casino revenue and audience remained under pressure, reflecting persistent secular headwinds across the category. Direct-to-consumer revenue continued to grow and represented a significantly larger share of total in-app purchase revenue, supporting improved platform economics. The Company is prioritizing operating stability, profitability, and cash generation in its core portfolio, while subjecting growth investments to higher performance and return thresholds. Tetris Block Party’s growth slowed following its first-quarter launch campaigns, and the monetization, engagement, and payback characteristics evidenced earlier have been difficult to sustain. The Win Zone also performed below expectations across its key operating metrics. The Company has adopted a Rule 10b5-1 trading plan and expects to continue repurchasing shares under its remaining authorization. Cost Structure and Margin Improvement Second quarter results reflect the continued benefits of Reinvention, the initial phase of the Company’s business restructuring and cost reduction program initiated in the fourth quarter of 2024 and implemented more fully during the first half of 2025. That program generated approximately $29.0 million of annualized operating expense savings and improved efficiency. Those savings initially supported more than $11 million of increased year-over-year investment in user acquisition and new product development. As the Company evaluates the performance of those investments, it is reassessing that allocation and the relative benefit of directing incremental capital toward further profitability and cash flow. The Company is also advancing Renewal, a broader restructuring designed to simplify operations, reduce fixed costs, improve long-term profitability, and create a more stable operating platform. Renewal included the closing of 4 of 9 studios, the elimination of 177 positions, the consolidation of products and development teams, the unification of select technologies and tools, reductions in cost of sales, and lower marketing spend. The Company remains on pace to realize management’s initial forecast of an additional $33.0 million to $39.0 million of annualized savings. These changes are intended to make the business more focused and durable in an evolving market and to provide the foundation from which the Company can evaluate selective future growth opportunities. Capital Allocation and Growth Initiatives The Company’s capital allocation priorities are increasingly centered on the operating performance and stability of its existing business. Improving the performance, profitability, and cash generation of the Company is the overriding near-term objective. Accordingly, continued investment in Tetris Block Party and playSWEEPS will be staged, selective, and contingent upon returns. Initiatives that do not meet our standards may be reduced in scope, restructured, or suspended. Following a strong initial launch in December 2025, Tetris Block Party’s new-user growth and resulting DAU slowed during the second quarter, reaching approximately 123,000 DAU as of June 2026. Engagement, monetization, and payback characteristics have been difficult to sustain at earlier levels. The team is focused on improving retention and refining user acquisition while the Company evaluates the appropriate level and duration of further investment. PLAYSTUDIOS also continued to advance its playSWEEPS initiatives, including The Win Zone and the introduction of sweepstakes in its POP! Slots social casino title. The Win Zone’s engagement and monetization performance during the quarter was below the Company’s internal expectations. Accordingly, the Company has reduced the pace of investment and is limiting meaningful marketing spend. The POP! Slots sweepstakes initiative made meaningful progress and is expected to complete validation and beta testing in the third quarter. Management is evaluating a range of alternatives with respect to playSWEEPS, including further product and marketing adjustments, reductions in scope, restructuring, or suspension of individual efforts. AI Enablement As part of its broader simplification effort, the Company is selectively expanding the use of AI across its development and operating teams. Management believes practical, AI-enabled workflows can improve productivity, execution quality, and margins over time, and is prioritizing applications with measurable operating benefits. Share Repurchase Plan As of June 30, 2026, the Company had $102.7 million of cash and cash equivalents. Based on recent trading prices, the Company believes its current market valuation implies a negative enterprise value. The Company has adopted a Rule 10b5-1 trading plan and expects to continue repurchasing shares of its Class A common stock under its remaining $38.5 million of authorization, subject to market conditions, applicable legal requirements, and other considerations. Outlook Given the persistent pressure on its legacy portfolio and the variability in the performance of its newer initiatives, PLAYSTUDIOS is not providing formal financial guidance at this time. Management’s overriding near-term priority is to complete Renewal, stabilize the portfolio, and improve margins, profitability, and cash flow. The Company believes a stronger and more predictable operating base will better position it to evaluate and selectively invest in future growth opportunities. Management remains committed to transparency and intends to continue engaging with investors and analysts regarding the Company’s progress and priorities. Summary Operating Results About PLAYSTUDIOS, Inc. PLAYSTUDIOS (Nasdaq: MYPS), creator of the groundbreaking myVIP loyalty program, is a publisher and developer of award-winning mobile games, including the iconic Tetris® mobile app, Tetris Block Party, Solitaire, Spider Solitaire, Sudoku, and its casino-style games such as POP! Slots, myVEGAS Slots, myVEGAS Blackjack, myKONAMI Slots, and myVEGAS Bingo. The myVIP loyalty platform offers its members the richest rewards in gaming and enables them to earn real-world rewards from a global collection of iconic hospitality, entertainment, and leisure brands. playAWARDS partners include MGM Resorts International, Norwegian Cruise Lines, Royal Caribbean Cruise Lines, Virgin Voyages, Topgolf, and Cirque du Soleil, among others. Founded by a team of veteran gaming, hospitality, and technology entrepreneurs, PLAYSTUDIOS apps combine the best elements of popular casual games with compelling real-world benefits. To learn more about PLAYSTUDIOS, visit playstudios.com. Performance Indicators We manage our business by regularly reviewing several key operating metrics to track historical performance, identify trends in player activity, and set strategic goals for the future. Our key performance metrics are impacted by several factors that could cause them to fluctuate on a quarterly basis, such as platform providers’ policies, seasonality, player connectivity, and the addition of new content to games. We believe these measures are useful to investors for the same reasons. The key performance indicators may differ from similarly titled measures presented by other companies. For more information on our key performance indicators, please refer to the definitions below and the "Supplemental Data—playGAMES Key Performance Indicators" and "Supplemental Data—playAWARDS Key Performance Indicators" sections of this press release. Average Daily Active Users ("Average DAU"): Daily Active Users ("DAU") is defined as the number of individuals who played a game on a particular day. For Tetris and our free-to-play social casino games, we track DAU by the player ID, which is assigned for each game installed by an individual. As such, an individual who plays two of these games on the same day is counted as two DAU while an individual who plays the same game on two different devices is counted as one DAU. For our Brainium suite of casual games, we track DAU by app instance ID, which is assigned to each installation of a game on a particular device. As such, an individual who plays two different Brainium games on the same day is counted as two DAU and an individual who plays the same Brainium game on two different devices is also counted as two DAU. The term "Average DAU" is defined as the average of the DAU, determined as described above, for each day during the period presented. We use DAU and Average DAU as measures of audience engagement to help us understand the size of the active player base engaged with our games on a daily basis. Average Monthly Active Users ("Average MAU"): Monthly Active Users ("MAU") is defined as the number of individuals who played a game in a particular month. As with DAU, an individual who plays two different non-Brainium games in the same month is counted as two MAU while an individual who plays the same non-Brainium game on two different devices is counted as one MAU, and an individual who plays two different Brainium games on the same month is counted as two MAU while an individual who plays the same Brainium game on two different devices is also counted as two MAU. The term "Average MAU" is defined as the average of the MAU, determined as described above, for each calendar month during the period presented. We use MAU and Average MAU as measures of audience engagement to help us understand the size of the active player base engaged with our games on a monthly basis. Because DAU and MAU are calculated separately for each game title using player IDs or app-instance IDs, as applicable, these metrics reflect engagement at the title level rather than unique individuals across our entire portfolio. Accordingly, a single individual may be counted multiple times if they engage with multiple games. In addition, these metrics are derived from a combination of internal tracking systems and third-party platform data, which may be subject to technical limitations, data discrepancies, or changes in platform reporting methodologies. Average Daily Paying Users ("Average DPU"): Daily Paying Users ("DPU") is defined as the number of individuals who made a purchase of virtual currency or digital items within a game during a particular day. As with DAU and MAU, we track DPU based on account activity. As such, an individual who makes a purchase in two different games in a particular day is counted as two DPU while an individual who makes purchases in the same game on two different devices is counted as one DPU. The term "Average DPU" is defined as the average of the DPU, determined as described above, for each day during the period presented. We use DPU and Average DPU to help us understand the size of our active player base that makes in-game purchases and to assess monetization trends within our active player base. Consistent with DAU and MAU, DPU is calculated at the game level and may reflect multiple purchases by a single individual across different titles. Daily Payer Conversion: Daily Payer Conversion is defined as DPU as a percentage of DAU on a particular day. Daily Payer Conversion is also sometimes referred to as "Percentage of Paying Users" or "PPU". The term "Average Daily Payer Conversion" is defined as the Average DPU divided by Average DAU for a given period. We use Daily Payer Conversion and Average Daily Payer Conversion to help us understand the monetization of our active players. Average Daily Revenue Per DAU ("ARPDAU"): ARPDAU is defined for a given period as the average daily revenue per Average DAU, and is calculated as game-related revenue and advertising revenue attributable to the applicable period, divided by the number of days in the period, divided by the Average DAU during the period. We use ARPDAU as a measure of overall monetization of our active players. ARPDAU may fluctuate based on changes in pricing, player mix, advertising demand, and promotional activity. playAWARDS Platform Metrics Available Rewards: Available Rewards is defined as the monthly average number of unique rewards available in our applications’ rewards stores. A reward appearing in more than one application’s reward store is counted only once. A reward is counted only once irrespective of the inventory available through that reward. For example, one reward for a free night in a hotel room with ten rooms available for such free night is counted as one reward. Available Rewards only include real-world partner rewards and exclude PLAYSTUDIOS digital rewards. We use Available Rewards as a measure of the value and potential impact of the program for an interested player. We use Available Rewards as one indicator of the breadth of our loyalty offering. Purchases: Purchases is defined as the total number of rewards purchased for the period identified in which a player exchanges loyalty points for a reward. Purchases are net of refunds. Purchases only include purchases of real-world partner rewards and exclude any PLAYSTUDIOS digital rewards. Purchases are redeemed by the player directly with the rewards partner within the specified terms and conditions of the reward. The Company does not recognize revenue from Purchases, as players redeem loyalty points rather than making cash payments. We use Purchases as a measure of audience interest and engagement with our playAWARDS platform. Retail Value of Daily Rewards Inventory: Retail Value of Daily Rewards Inventory is defined as the cumulative retail value of all rewards listed as available for the period divided by the number days in the period. For rewards with unlimited inventory, the maximum of number of rewards used in the calculation is 50. The retail value of each reward listed as available is the retail value as specified by the rewards partner upon creation of the reward. Retail Value of Daily Rewards Inventory only includes the retail value of real-world partner rewards and excludes the cost of any PLAYSTUDIOS branded merchandise. We use Retail Value of Daily Rewards Inventory to help us understand the real-world value of the rewards within our playAWARDS platform. Use of Non-GAAP Financial Measures This press release includes certain non-GAAP financial measures, including Consolidated AEBITDA. These measures are intended to supplement, and should not be considered in isolation from, or as a substitute for, the Company’s GAAP results. A reconciliation of the non-GAAP measures to the most directly comparable GAAP measures is included in the accompanying financial tables. To provide investors with information in addition to results as determined by GAAP, the Company discloses Consolidated Adjusted Earnings Before Interest Taxes Depreciation and Amortization ("Consolidated AEBITDA") as a non-GAAP measure that management believes provides useful information to investors. This measure is not a financial measure calculated in accordance with GAAP and should not be considered as a substitute for revenue, net income or any other operating performance measure calculated in accordance with GAAP. We define Consolidated AEBITDA as net income (loss) before interest, income taxes, depreciation and amortization, restructuring and related costs (consisting primarily of severance and other restructuring related costs), stock-based compensation expense, and other income and expense items (including special infrequent items, foreign currency gains and losses, and other non-cash items). We also present Consolidated AEBITDA Margin, a non-GAAP measure, which we calculate as Consolidated AEBITDA as a percentage of net revenue. We believe that the presentation of Consolidated AEBITDA provides useful information to investors regarding the Company’s results of operations because the measure assists both investors and management in analyzing and benchmarking the performance and value of our business. Consolidated AEBITDA provides an indicator of performance that is not affected by fluctuations in certain costs or other items. Accordingly, management believes that this measure is useful for comparing general operating performance from period to period, and management relies on this measure for planning and forecasting of future periods. Additionally, this measure allows management to compare results with those of other companies that have different financing and capital structures. However, other companies may define Consolidated AEBITDA differently, and as a result, our measure of Consolidated AEBITDA may not be directly comparable to that of other companies. For further information regarding these non-GAAP measures, including the reconciliation of these non-GAAP financial measures to their most directly comparable GAAP financial measures, please refer to the "Reconciliation of Net Loss to Consolidated AEBITDA" section of this press release. Forward-Looking Statements This press release contains forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995. These forward-looking statements include, but are not limited to, statements regarding the Company’s business strategy, strategic initiatives, and transactions; capital allocation priorities, including share repurchases; product development and launches; sweepstakes and promotional gaming opportunities; regulatory developments; artificial intelligence initiatives; and future financial and operating performance. These statements are based on current expectations and assumptions and involve risks and uncertainties that could cause actual results to differ materially from those expressed or implied by such statements. Factors that could cause actual results to differ materially include, among others, changes in market conditions; competitive conditions; the Company's ability to execute its strategic initiatives; the performance of existing and new products; consumer demand; user acquisition and retention; changes in laws, regulations, and platform policies, including those relating to sweepstakes and promotional gaming; and the other risks and uncertainties described in the Company's filings with the Securities and Exchange Commission. The Company undertakes no obligation to update any forward-looking statements, except as required by law. View source version on businesswire.com: https://www.businesswire.com/news/home/20260811377645/en/ Contacts PLAYSTUDIOS CONTACTS Investor Relations [email protected]

Investor releaseQuarter not tagged2026-05-12

PLAYSTUDIOS, Inc. Announces First Quarter Results

Business Wire
First Quarter Revenue of $58.4 million Net loss of $10.7 million Consolidated AEBITDA of $3.6 million LAS VEGAS, May 11, 2026--(BUSINESS WIRE)--PLAYSTUDIOS, Inc. (NASDAQ: MYPS) ("PLAYSTUDIOS" or the "Company"), a developer and publisher of free-to-play mobile and social games and the creator of the playAWARDS loyalty platform, today announced financial results for the first quarter ended March 31, 2026. Andrew Pascal, Chairman and Chief Executive Officer of PLAYSTUDIOS, said, "Our first quarter results reflected continued pressure on our legacy portfolio, particularly within social casino, but they also reflected meaningful progress in repositioning PLAYSTUDIOS for the future. Over the past several quarters, we have touched virtually every aspect of the Company, simplifying the organization, lowering our cost structure, recomposing leadership teams, integrating new talent in key roles, and focusing our capital and creative energy on the opportunities we believe offer the greatest potential to restore stability and growth. This is far from business as usual, and we believe the Company that is emerging is more focused, more resilient, and better positioned to execute." Pascal continued, "Our core portfolio continues to generate positive contribution margins and cash flow, as we focus on efficiency, margin, and reinvestment. We continue to benefit from Reinvention, our earlier cost-savings program, while also advancing Renewal, our broader redesign of the business intended to simplify operations, improve our cost structure, and better align the Company around its most compelling growth opportunities." He added, "That progress is also evident in the advancement of our key growth drivers. Tetris Block Party has continued to scale and demonstrate its potential as an important new casual puzzle product. The Win Zone is now live in all currently permissible jurisdictions and continues to evolve into a more complete operating platform. While it remains early, we are encouraged by the progress we are seeing and believe PLAYSTUDIOS is becoming a simpler, sharper, and more growth-oriented company." First Quarter Financial Highlights Revenue was $58.4 million during the first quarter of 2026, compared to $62.7 million during the first quarter of 2025. Net loss was $10.7 million during the first quarter of 2026, representing a net loss margin of 18.3%, compared to net los…Read full document

First Quarter Revenue of $58.4 million Net loss of $10.7 million Consolidated AEBITDA of $3.6 million LAS VEGAS, May 11, 2026--(BUSINESS WIRE)--PLAYSTUDIOS, Inc. (NASDAQ: MYPS) ("PLAYSTUDIOS" or the "Company"), a developer and publisher of free-to-play mobile and social games and the creator of the playAWARDS loyalty platform, today announced financial results for the first quarter ended March 31, 2026. Andrew Pascal, Chairman and Chief Executive Officer of PLAYSTUDIOS, said, "Our first quarter results reflected continued pressure on our legacy portfolio, particularly within social casino, but they also reflected meaningful progress in repositioning PLAYSTUDIOS for the future. Over the past several quarters, we have touched virtually every aspect of the Company, simplifying the organization, lowering our cost structure, recomposing leadership teams, integrating new talent in key roles, and focusing our capital and creative energy on the opportunities we believe offer the greatest potential to restore stability and growth. This is far from business as usual, and we believe the Company that is emerging is more focused, more resilient, and better positioned to execute." Pascal continued, "Our core portfolio continues to generate positive contribution margins and cash flow, as we focus on efficiency, margin, and reinvestment. We continue to benefit from Reinvention, our earlier cost-savings program, while also advancing Renewal, our broader redesign of the business intended to simplify operations, improve our cost structure, and better align the Company around its most compelling growth opportunities." He added, "That progress is also evident in the advancement of our key growth drivers. Tetris Block Party has continued to scale and demonstrate its potential as an important new casual puzzle product. The Win Zone is now live in all currently permissible jurisdictions and continues to evolve into a more complete operating platform. While it remains early, we are encouraged by the progress we are seeing and believe PLAYSTUDIOS is becoming a simpler, sharper, and more growth-oriented company." First Quarter Financial Highlights Revenue was $58.4 million during the first quarter of 2026, compared to $62.7 million during the first quarter of 2025. Net loss was $10.7 million during the first quarter of 2026, representing a net loss margin of 18.3%, compared to net loss of $2.9 million during the first quarter of 2025, representing a net loss margin of 4.6%. Consolidated AEBITDA, a non-GAAP financial measure defined below, was $3.6 million during the first quarter of 2026, representing a margin of 6.1%, compared to $12.5 million during the first quarter of 2025, representing a margin of 19.9%. User acquisition expense increased $6.5 million during the first quarter of 2026 compared to the first quarter of 2025, attributed to the investments in our growth initiatives, net of savings in the core business. Direct-to-consumer revenue was $12.4 million during the first quarter of 2026, compared to $5.0 million during the first quarter of 2025, representing an increase of 150%. Average DAU was 2.1 million, Average MAU was 9.4 million, and ARPDAU was $0.31 during the first quarter of 2026. Players purchased approximately 169,000 rewards with a retail value of $15 million through the playAWARDS platform during the first quarter of 2026. Cash and cash equivalents were $103.7 million as of March 31, 2026. Management Commentary Snapshot Legacy social casino revenue remained under pressure, consistent with broader category softness and the challenges facing many of the scaled publishers. Direct-to-consumer revenue continued to grow and represented a significantly larger percentage of total IAP revenue, supporting improved platform economics and reinforcing the importance of owned-channel monetization. The Company continues to manage its core portfolio for contribution, margin, and cash generation while selectively investing in initiatives intended to restore growth. Tetris Block Party remains one of the Company’s primary growth priorities, with encouraging monetization, engagement, and payback characteristics. The Win Zone continues to improve across key operating metrics, supported by product, segmentation, and monetization enhancements. POP! Slots sweepstakes integration remains targeted for late Q22026. Renewal is expected to generate an additional $33 million to $39 million of annualized savings once fully implemented. The Company intends to adopt a Rule 10b5-1 trading plan and repurchase shares under its remaining authorization. Market and Operating Update The consumer gaming market remains challenging and less predictable. Across the mobile gaming ecosystem, publishers continue to operate in a more difficult user acquisition environment, as the adoption of more restrictive data privacy policies by the major platforms has reduced targeting efficiency and put pressure on acquisition cost-to-lifetime value relationships. These dynamics continue to affect the performance in parts of our legacy portfolio. Within social casino, our focus remains clear: manage the portfolio with discipline, preserve profitability and cash generation where possible, and continue evolving our products to better serve players and improve long-term economics. Within casual gaming, we continue to view our card and puzzle portfolio as an important strategic asset, representing approximately 75% of the Company’s audience and approximately 29% of revenue. We launched Tetris Block Party in December, and it has since scaled its audience to more than 135,000 daily active users while delivering encouraging engagement and monetization. More broadly, we believe the work underway across the Company is creating a more stable foundation for the business. We have simplified the organization, sharpened strategic priorities, refreshed key parts of the leadership structure, and continued integrating new talent in important roles. Taken together, these actions are intended to improve execution and position the Company more effectively for its next phase. Cost Structure and Margin Improvement First quarter results reflect the continued benefits of the Company’s Reinvention program, initiated in the fourth quarter of 2024 and implemented more fully during the first half of 2025. That program generated approximately $29.0 million of annualized operating expense cost savings and helped improve efficiency while enabling reinvestment in strategic growth initiatives. More specifically, these savings enabled over $11 million of increased investment year-over-year in user acquisition and new product development. The Company is also advancing Renewal, a broader refactoring of the business designed to simplify operations, improve long-term profitability, and reposition the Company for future growth. Renewal includes the closing of 4 of 9 studios, the elimination of 177 positions, the consolidation of products and development teams, the unification of select technologies and tools, reductions in cost of sales, and lower marketing spend. Once fully implemented, management expects these actions to generate an additional $33.0 million to $39.0 million of annualized savings. Growth Initiatives PLAYSTUDIOS continues to invest in what it believes are its two primary growth drivers: Tetris Block Party and playSWEEPS. Tetris Block Party is designed as a more casual and accessible Tetris experience supported by a richer meta-layer designed to improve retention, engagement, and monetization. The game launched in December 2025 and, after four months in market, reached more than 135,000 DAU, with encouraging conversion and monetization characteristics. The Company continues to view Tetris Block Party as one of its most important growth opportunities within casual puzzle and expects to continue investing in the product as resources are reallocated from its restructuring efforts. PLAYSTUDIOS also continued advancing playSWEEPS, including The Win Zone, which is now live in all currently permissible jurisdictions. The initiative has evolved substantially and now consists of the direct web offering, iOS mobile game, operating tools, and the suite of services needed to operate the program with control and integrity. Management continues to report improvement in certain early engagement and monetization indicators as marketing activities ramp, although it remains too early to forecast the pace or magnitude of growth. In addition, the Company advanced the development of its planned POP! Slots sweepstakes integration, which will introduce this new value proposition to its long-standing and dedicated players. The beta launch is currently targeted for late Q2 2026, supported by a feature roadmap that will be executed over the balance of the year. Management believes this initiative has the potential to materially enhance the product’s appeal and resulting economics. AI Enablement As part of Renewal, PLAYSTUDIOS is continuing to invest in AI infrastructure and adoption. The Company has been an early and active adopter of AI across its development and operating processes and believes broader use of AI-enabled tools and workflows can improve productivity, execution quality, growth, and margins over time. Share Repurchase Plan As of March 31, 2026, the Company had $103.7 million of cash and cash equivalents. At recent trading prices, the Company believes its shares imply a negative enterprise value, presenting a compelling opportunity to repurchase stock. Accordingly, the Company intends to adopt a Rule 10b5-1 trading plan during the upcoming open trading window and repurchase shares of its Class A common stock under its remaining $40.0 million of authorization, subject to market conditions, applicable legal requirements, and other considerations. Outlook Given the evolving performance of its legacy portfolio and the early-stage nature of its newer initiatives, PLAYSTUDIOS is not providing formal financial guidance at this time. Management remains committed to transparency and intends to continue engaging with investors and analysts regarding the Company’s progress and priorities. Summary Operating Results About PLAYSTUDIOS, Inc. PLAYSTUDIOS (Nasdaq: MYPS), creator of the groundbreaking myVIP loyalty program, is a publisher and developer of award-winning mobile games, including the iconic Tetris® mobile app, Tetris Block Party, Solitaire, Spider Solitaire, Sudoku, and its casino-style games such as POP! Slots, myVEGAS Slots, myVEGAS Blackjack, myKONAMI Slots, and myVEGAS Bingo. The myVIP loyalty platform offers its members the richest rewards in gaming and enables them to earn real-world rewards from a global collection of iconic hospitality, entertainment, and leisure brands. playAWARDS partners include MGM Resorts International, Norwegian Cruise Lines, Royal Caribbean Cruise Lines, Virgin Voyages, Topgolf, and Cirque du Soleil, among others. Founded by a team of veteran gaming, hospitality, and technology entrepreneurs, PLAYSTUDIOS apps combine the best elements of popular casual games with compelling real-world benefits. To learn more about PLAYSTUDIOS, visit playstudios.com. Performance Indicators We manage our business by regularly reviewing several key operating metrics to track historical performance, identify trends in player activity, and set strategic goals for the future. Our key performance metrics are impacted by several factors that could cause them to fluctuate on a quarterly basis, such as platform providers’ policies, seasonality, player connectivity, and the addition of new content to games. We believe these measures are useful to investors for the same reasons. The key performance indicators may differ from similarly titled measures presented by other companies. For more information on our key performance indicators, please refer to the definitions below and the "Supplemental Data—playGAMES Key Performance Indicators" and "Supplemental Data—playAWARDS Key Performance Indicators"sections of this press release. Average Daily Active Users ("Average DAU"): Daily Active Users ("DAU") is defined as the number of individuals who played a game on a particular day. For Tetris and our free-to-play social casino games, we track DAU by the player ID, which is assigned for each game installed by an individual. As such, an individual who plays two of these games on the same day is counted as two DAU while an individual who plays the same game on two different devices is counted as one DAU. For our Brainium suite of casual games, we track DAU by app instance ID, which is assigned to each installation of a game on a particular device. As such, an individual who plays two different Brainium games on the same day is counted as two DAU and an individual who plays the same Brainium game on two different devices is also counted as two DAU. The term "Average DAU" is defined as the average of the DAU, determined as described above, for each day during the period presented. We use DAU and Average DAU as measures of audience engagement to help us understand the size of the active player base engaged with our games on a daily basis. Average Monthly Active Users ("Average MAU"): Monthly Active Users ("MAU") is defined as the number of individuals who played a game in a particular month. As with DAU, an individual who plays two different non-Brainium games in the same month is counted as two MAU while an individual who plays the same non-Brainium game on two different devices is counted as one MAU, and an individual who plays two different Brainium games on the same month is counted as two MAU while an individual who plays the same Brainium game on two different devices is also counted as two MAU. The term "Average MAU" is defined as the average of the MAU, determined as described above, for each calendar month during the period presented. We use MAU and Average MAU as measures of audience engagement to help us understand the size of the active player base engaged with our games on a monthly basis. Because DAU and MAU are calculated at the game or app-instance level, they reflect engagement at the title level rather than unique individuals across our entire portfolio, and a single individual may be counted multiple times if they engage with multiple games. In addition, these metrics are derived from a combination of internal tracking systems and third-party platform data, which may be subject to technical limitations, data discrepancies, or changes in platform reporting methodologies. Average Daily Paying Users ("Average DPU"): Daily Paying Users ("DPU") is defined as the number of individuals who made a purchase of virtual currency or digital items within a game during a particular day. As with DAU and MAU, we track DPU based on account activity. As such, an individual who makes a purchase in two different games in a particular day is counted as two DPU while an individual who makes purchases in the same game on two different devices is counted as one DPU. The term "Average DPU" is defined as the average of the DPU, determined as described above, for each day during the period presented. We use DPU and Average DPU to help us understand the size of our active player base that makes in-game purchases and to assess monetization trends within our active player base. Consistent with DAU and MAU, DPU is calculated at the game level and may reflect multiple purchases by a single individual across different titles. Daily Payer Conversion: Daily Payer Conversion is defined as DPU as a percentage of DAU on a particular day. Daily Payer Conversion is also sometimes referred to as "Percentage of Paying Users" or "PPU". The term "Average Daily Payer Conversion" is defined as the Average DPU divided by Average DAU for a given period. We use Daily Payer Conversion and Average Daily Payer Conversion to help us understand the monetization of our active players. Average Daily Revenue Per DAU ("ARPDAU"): ARPDAU is defined for a given period as the average daily revenue per Average DAU, and is calculated as game-related revenue and advertising revenue attributable to the applicable period, divided by the number of days in the period, divided by the Average DAU during the period. We use ARPDAU as a measure of overall monetization of our active players. ARPDAU may fluctuate based on changes in pricing, player mix, advertising demand, and promotional activity. playAWARDS Platform Metrics Available Rewards: Available Rewards is defined as the monthly average number of unique rewards available in our applications’ rewards stores. A reward appearing in more than one application’s reward store is counted only once. A reward is counted only once irrespective of the inventory available through that reward. For example, one reward for a free night in a hotel room with ten rooms available for such free night is counted as one reward. Available Rewards only include real-world partner rewards and exclude PLAYSTUDIOS digital rewards. We use Available Rewards as a measure of the value and potential impact of the program for an interested player. We use Available Rewards as one indicator of the breadth of our loyalty offering. Purchases: Purchases is defined as the total number of rewards purchased for the period identified in which a player exchanges loyalty points for a reward. Purchases are net of refunds. Purchases only include purchases of real-world partner rewards and exclude any PLAYSTUDIOS digital rewards. Purchases are redeemed by the player directly with the rewards partner within the specified terms and conditions of the reward. The Company does not recognize revenue from Purchases, as players redeem loyalty points rather than making cash payments. We use Purchases as a measure of audience interest and engagement with our playAWARDS platform. Retail Value of Purchases: Retail Value of Purchases is defined as the cumulative retail value of all rewards listed as Purchases for the period identified. The retail value of each reward listed as Purchases is the retail value as determined by the partner upon creation of the reward. In the case where the retail value of a reward adjusts depending on time of redemption, the average retail value is used. Retail Value of Purchases only include the retail value of real-world partner rewards and exclude the cost of any PLAYSTUDIOS branded merchandise. Retail values are based on partner-provided estimates and may not reflect actual transaction prices or redemption experience. Retail value also does not represent revenue recognized by the Company. We use Retail Value of Purchases to help us understand the real-world value of the rewards that are purchased by our players in a particular period. Retail Value of Daily Rewards Inventory: Retail Value of Daily Rewards Inventory is defined as the cumulative retail value of all rewards listed as available for the period divided by the number days in the period. For rewards with unlimited inventory, the maximum of number of rewards used in the calculation is 50. The retail value of each reward listed as available is the retail value as specified by the rewards partner upon creation of the reward. Retail Value of Daily Rewards Inventory only includes the retail value of real-world partner rewards and excludes the cost of any PLAYSTUDIOS branded merchandise. We use Retail Value of Daily Rewards Inventory to help us understand the real-world value of the rewards within our playAWARDS platform. Use of Non-GAAP Financial Measures This press release includes certain non-GAAP financial measures, including Consolidated AEBITDA. These measures are intended to supplement, and should not be considered in isolation from, or as a substitute for, the Company’s GAAP results. A reconciliation of the non-GAAP measures to the most directly comparable GAAP measures is included in the accompanying financial tables. To provide investors with information in addition to results as determined by GAAP, the Company discloses Consolidated Adjusted Earnings Before Interest Taxes Depreciation and Amortization ("Consolidated AEBITDA") as a non-GAAP measure that management believes provides useful information to investors. This measure is not a financial measure calculated in accordance with GAAP and should not be considered as a substitute for revenue, net income or any other operating performance measure calculated in accordance with GAAP. We define Consolidated AEBITDA as net income (loss) before interest, income taxes, depreciation and amortization, restructuring and related costs (consisting primarily of severance and other restructuring related costs), stock-based compensation expense, and other income and expense items (including special infrequent items, foreign currency gains and losses, and other non-cash items). We also present Consolidated AEBITDA Margin, a non-GAAP measure, which we calculate as Consolidated AEBITDA as a percentage of net revenue. We believe that the presentation of Consolidated AEBITDA provides useful information to investors regarding the Company’s results of operations because the measure assists both investors and management in analyzing and benchmarking the performance and value of our business. Consolidated AEBITDA provides an indicator of performance that is not affected by fluctuations in certain costs or other items. Accordingly, management believes that this measure is useful for comparing general operating performance from period to period, and management relies on this measure for planning and forecasting of future periods. Additionally, this measure allows management to compare results with those of other companies that have different financing and capital structures. However, other companies may define Consolidated AEBITDA differently, and as a result, our measure of Consolidated AEBITDA may not be directly comparable to that of other companies. For further information regarding these non-GAAP measures, including the reconciliation of these non-GAAP financial measures to their most directly comparable GAAP financial measures, please refer to the "Reconciliation of Net Loss to Consolidated AEBITDA" section of this press release. Forward-Looking Statements This press release contains forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995. These forward-looking statements include, but are not limited to, statements regarding the Company’s strategy, market opportunities, cost savings initiatives, restructuring initiatives and anticipated benefits, margin improvement, growth initiatives, product launches, sweepstakes opportunities, regulatory developments (including developments relating to sweepstakes and promotional gaming), AI adoption, stock repurchases, and future operating performance. These statements are based on current expectations and assumptions and involve risks and uncertainties that could cause actual results to differ materially from those expressed or implied by such statements. Factors that could cause actual results to differ materially include, among others, changes in market conditions, competitive pressures, regulatory developments, platform policy changes, user acquisition challenges, product performance, consumer demand, and other risks described in the Company’s filings with the Securities and Exchange Commission. The Company undertakes no obligation to update any forward-looking statements except as required by law. View source version on businesswire.com: https://www.businesswire.com/news/home/20260511385198/en/ Contacts PLAYSTUDIOS CONTACTS Investor Relations [email protected]

Investor releaseQuarter not tagged2026-04-09

PlayStudios (MYPS): Buy, Sell, or Hold Post Q4 Earnings?

StockStory
PlayStudios has gotten torched over the last six months - since October 2025, its stock price has dropped 52.6% to $0.45 per share. This was partly driven by its softer quarterly results and might have investors contemplating their next move. Is now the time to buy PlayStudios, or should you be careful about including it in your portfolio? Dive into our full research report to see our analyst team’s opinion, it’s free. Despite the more favorable entry price, we're sitting this one out for now. Here are three reasons why MYPS doesn't excite us and a stock we'd rather own. Reviewing a company’s long-term sales performance reveals insights into its quality. Any business can put up a good quarter or two, but the best consistently grow over the long haul. PlayStudios’s demand was weak over the last five years as its sales fell at a 2.7% annual rate. This was below our standards and signals it’s a low quality business. Free cash flow isn't a prominently featured metric in company financials and earnings releases, but we think it's telling because it accounts for all operating and capital expenses, making it tough to manipulate. Cash is king. PlayStudios has shown poor cash profitability relative to peers over the last two years, giving the company fewer opportunities to return capital to shareholders. Its free cash flow margin averaged 12.8%, below what we’d expect for a consumer discretionary business. ROIC, or return on invested capital, is a metric showing how much operating profit a company generates relative to the money it has raised (debt and equity). We like to invest in businesses with high returns, but the trend in a company’s ROIC is what often surprises the market and moves the stock price. Over the last few years, PlayStudios’s ROIC averaged 1.1 percentage point increases each year. This is a good sign, and we hope the company can continue improving. We cheer for all companies serving everyday consumers, but in the case of PlayStudios, we’ll be cheering from the sidelines. Following the recent decline, the stock trades at $0.45 per share (or a forward price-to-sales ratio of 0.3×). The market typically values companies like PlayStudios based on their anticipated profits for the next 12 months, but it expects the business to lose money. We also think the upside isn’t great compared to the potential downside here - there are more exciting stocks to buy.…Read full document

PlayStudios has gotten torched over the last six months - since October 2025, its stock price has dropped 52.6% to $0.45 per share. This was partly driven by its softer quarterly results and might have investors contemplating their next move. Is now the time to buy PlayStudios, or should you be careful about including it in your portfolio? Dive into our full research report to see our analyst team’s opinion, it’s free. Despite the more favorable entry price, we're sitting this one out for now. Here are three reasons why MYPS doesn't excite us and a stock we'd rather own. Reviewing a company’s long-term sales performance reveals insights into its quality. Any business can put up a good quarter or two, but the best consistently grow over the long haul. PlayStudios’s demand was weak over the last five years as its sales fell at a 2.7% annual rate. This was below our standards and signals it’s a low quality business. Free cash flow isn't a prominently featured metric in company financials and earnings releases, but we think it's telling because it accounts for all operating and capital expenses, making it tough to manipulate. Cash is king. PlayStudios has shown poor cash profitability relative to peers over the last two years, giving the company fewer opportunities to return capital to shareholders. Its free cash flow margin averaged 12.8%, below what we’d expect for a consumer discretionary business. ROIC, or return on invested capital, is a metric showing how much operating profit a company generates relative to the money it has raised (debt and equity). We like to invest in businesses with high returns, but the trend in a company’s ROIC is what often surprises the market and moves the stock price. Over the last few years, PlayStudios’s ROIC averaged 1.1 percentage point increases each year. This is a good sign, and we hope the company can continue improving. We cheer for all companies serving everyday consumers, but in the case of PlayStudios, we’ll be cheering from the sidelines. Following the recent decline, the stock trades at $0.45 per share (or a forward price-to-sales ratio of 0.3×). The market typically values companies like PlayStudios based on their anticipated profits for the next 12 months, but it expects the business to lose money. We also think the upside isn’t great compared to the potential downside here - there are more exciting stocks to buy. Let us point you toward a dominant Aerospace business that has perfected its M&A strategy. ONE MORE THING: Top 6 Stocks for This Week. This market is separating quality stocks from expensive ones fast. AI taking down whole sectors with no warning. In a rotation this fast, you need more than a list of good companies. Our AI system flagged Palantir before it ran 1,662%. AppLovin before it ran 753%. Nvidia before it ran 1,178%. Each week it produces 6 new names that pass the same tests. Get Our Top 6 Stocks for Free HERE. Stocks that have made our list include now familiar names such as Nvidia (+1,326% between June 2020 and June 2025) as well as under-the-radar businesses like the once-small-cap company Comfort Systems (+782% five-year return). Find your next big winner with StockStory today.

Investor releaseQuarter not tagged2026-03-18

PlayStudios (NASDAQ:MYPS) Reports Sales Below Analyst Estimates In Q4 CY2025 Earnings

StockStory
Digital casino game platform PlayStudios (NASDAQ:MYPS) fell short of the market’s revenue expectations in Q4 CY2025, with sales falling 18.3% year on year to $55.4 million. Its GAAP loss of $0.11 per share was significantly below analysts’ consensus estimates. Is now the time to buy PlayStudios? Find out in our full research report. Revenue: $55.4 million vs analyst estimates of $56.62 million (18.3% year-on-year decline, 2.2% miss) EPS (GAAP): -$0.11 vs analyst estimates of -$0.04 (significant miss) Adjusted EBITDA: $5.15 million vs analyst estimates of $6.97 million (9.3% margin, 26.1% miss) Operating Margin: -17.7%, up from -33.1% in the same quarter last year Free Cash Flow Margin: 6.5%, down from 16.9% in the same quarter last year Daily Active Users: 2.04 million, down 688,000 year on year Market Capitalization: $64.12 million Founded by a team of former gaming industry executives, PlayStudios (NASDAQ:MYPS) offers free-to-play digital casino games. Reviewing a company’s long-term sales performance reveals insights into its quality. Any business can have short-term success, but a top-tier one grows for years. PlayStudios’s demand was weak over the last five years as its sales fell at a 2.7% annual rate. This was below our standards and is a sign of poor business quality. 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. PlayStudios’s recent performance shows its demand remained suppressed as its revenue has declined by 13% annually over the last two years. This quarter, PlayStudios missed Wall Street’s estimates and reported a rather uninspiring 18.3% year-on-year revenue decline, generating $55.4 million of revenue. Looking ahead, sell-side analysts expect revenue to grow 3.2% over the next 12 months. Although this projection implies its newer products and services will spur better top-line performance, it is still below average for the sector. WHILE YOU’RE HERE: The Next Palantir? One satellite company captures images of every point on Earth. Every single day. The Pentagon wants it. Hedge funds are using it to beat earnings. You’ve probably never heard of it. This is what the early days of Palantir looked like before it became a $437 billion giant. Same playbook. Different technology. If you missed Palantir, you need…Read full document

Digital casino game platform PlayStudios (NASDAQ:MYPS) fell short of the market’s revenue expectations in Q4 CY2025, with sales falling 18.3% year on year to $55.4 million. Its GAAP loss of $0.11 per share was significantly below analysts’ consensus estimates. Is now the time to buy PlayStudios? Find out in our full research report. Revenue: $55.4 million vs analyst estimates of $56.62 million (18.3% year-on-year decline, 2.2% miss) EPS (GAAP): -$0.11 vs analyst estimates of -$0.04 (significant miss) Adjusted EBITDA: $5.15 million vs analyst estimates of $6.97 million (9.3% margin, 26.1% miss) Operating Margin: -17.7%, up from -33.1% in the same quarter last year Free Cash Flow Margin: 6.5%, down from 16.9% in the same quarter last year Daily Active Users: 2.04 million, down 688,000 year on year Market Capitalization: $64.12 million Founded by a team of former gaming industry executives, PlayStudios (NASDAQ:MYPS) offers free-to-play digital casino games. Reviewing a company’s long-term sales performance reveals insights into its quality. Any business can have short-term success, but a top-tier one grows for years. PlayStudios’s demand was weak over the last five years as its sales fell at a 2.7% annual rate. This was below our standards and is a sign of poor business quality. 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. PlayStudios’s recent performance shows its demand remained suppressed as its revenue has declined by 13% annually over the last two years. This quarter, PlayStudios missed Wall Street’s estimates and reported a rather uninspiring 18.3% year-on-year revenue decline, generating $55.4 million of revenue. Looking ahead, sell-side analysts expect revenue to grow 3.2% over the next 12 months. Although this projection implies its newer products and services will spur better top-line performance, it is still below average for the sector. WHILE YOU’RE HERE: The Next Palantir? One satellite company captures images of every point on Earth. Every single day. The Pentagon wants it. Hedge funds are using it to beat earnings. You’ve probably never heard of it. This is what the early days of Palantir looked like before it became a $437 billion giant. Same playbook. Different technology. If you missed Palantir, you need to see this. Claim The Stock Ticker for Free HERE. PlayStudios’s operating margin has risen over the last 12 months, but it still averaged negative 10.8% over the last two years. This is due to its large expense base and inefficient cost structure. PlayStudios’s operating margin was negative 17.7% this quarter. The company's consistent lack of profits raise a flag. We track the long-term change in earnings per share (EPS) for the same reason as long-term revenue growth. Compared to revenue, however, EPS highlights whether a company’s growth is profitable. PlayStudios’s full-year EPS turned negative over the last four years. We tend to steer our readers away from companies with falling revenue and EPS, where diminishing earnings could imply changing secular trends and preferences. Consumer Discretionary companies are particularly exposed to this, and if the tide turns unexpectedly, PlayStudios’s low margin of safety could leave its stock price susceptible to large downswings. In Q4, PlayStudios reported EPS of negative $0.11, up from negative $0.18 in the same quarter last year. Despite growing year on year, this print missed analysts’ estimates. Over the next 12 months, Wall Street expects PlayStudios to perform poorly. Analysts forecast its full-year EPS of negative $0.23 will tumble to negative $0.28. We struggled to find many positives in these results. Its adjusted operating income missed and its EBITDA fell short of Wall Street’s estimates. Overall, this was a weaker quarter. The stock remained flat at $0.52 immediately after reporting. So do we think PlayStudios is an attractive buy at the current price? When making that decision, it’s important to consider its valuation, business qualities, as well as what has happened in the latest quarter. We cover that in our actionable full research report which you can read here, it’s free.

Investor releaseQuarter not tagged2026-03-17

PLAYSTUDIOS, Inc. Announces Fourth Quarter and Full Year 2025 Results

Business Wire
Fourth Quarter 2025 Revenue of $55.4 million Full Year Revenue of $235.1 million Continued Execution on Cost Reduction Initiatives and Strategic Investments in Sweepstakes and Casual Puzzle Growth Opportunities LAS VEGAS, March 16, 2026--(BUSINESS WIRE)--PLAYSTUDIOS, Inc. (Nasdaq: MYPS) ("PLAYSTUDIOS" or the "Company"), a developer and publisher of free-to-play mobile and social games and the creator of the playAWARDS loyalty platform, today announced financial results for the fourth quarter and full year ended December 31, 2025. Management Commentary Snapshot Legacy portfolio continues to face industry-wide pressure, particularly in social casino. Reinvention program delivered approximately $29.0 million of annualized operating expense cost savings. Second stage of Reinvention program initiated, and is expected to generate $33.0 million to $39.0 million of additional annualized savings from further operating expense, marketing, and cost of sales initiatives. Tetris Block Party and playSWEEPS initiatives remain the Company’s primary growth priorities. The Win Zone is now live in all currently permissible jurisdictions. POP! Slots sweepstakes integration targeted for late Q2 2026. "2025 was an important and consequential year for PLAYSTUDIOS," said Andrew Pascal, Chairman and Chief Executive Officer of PLAYSTUDIOS. "While our financial results continued to reflect pressure on our legacy portfolio, we also took decisive actions to improve our cost structure, sharpen our strategic focus, and invest in what we believe are our most compelling future growth opportunities." Pascal continued, "The consumer gaming market remains challenging and less predictable than it once was. Mobile publishers across the industry have faced increasing difficulty acquiring and retaining players at scale in the wake of more restrictive platform data privacy policies, which have disrupted user acquisition economics. These market dynamics have affected both our social casino and casual portfolios, and much like others in social casino, we continue to experience period-over-period declines in our scaled legacy businesses." "Even so, our core portfolio continues to generate positive cash flow, and we are managing it accordingly, optimizing for efficiency, margin, and disciplined reinvestment. At the same time, we are positioning PLAYSTUDIOS to participate in two attractive and high-grow…Read full document

Fourth Quarter 2025 Revenue of $55.4 million Full Year Revenue of $235.1 million Continued Execution on Cost Reduction Initiatives and Strategic Investments in Sweepstakes and Casual Puzzle Growth Opportunities LAS VEGAS, March 16, 2026--(BUSINESS WIRE)--PLAYSTUDIOS, Inc. (Nasdaq: MYPS) ("PLAYSTUDIOS" or the "Company"), a developer and publisher of free-to-play mobile and social games and the creator of the playAWARDS loyalty platform, today announced financial results for the fourth quarter and full year ended December 31, 2025. Management Commentary Snapshot Legacy portfolio continues to face industry-wide pressure, particularly in social casino. Reinvention program delivered approximately $29.0 million of annualized operating expense cost savings. Second stage of Reinvention program initiated, and is expected to generate $33.0 million to $39.0 million of additional annualized savings from further operating expense, marketing, and cost of sales initiatives. Tetris Block Party and playSWEEPS initiatives remain the Company’s primary growth priorities. The Win Zone is now live in all currently permissible jurisdictions. POP! Slots sweepstakes integration targeted for late Q2 2026. "2025 was an important and consequential year for PLAYSTUDIOS," said Andrew Pascal, Chairman and Chief Executive Officer of PLAYSTUDIOS. "While our financial results continued to reflect pressure on our legacy portfolio, we also took decisive actions to improve our cost structure, sharpen our strategic focus, and invest in what we believe are our most compelling future growth opportunities." Pascal continued, "The consumer gaming market remains challenging and less predictable than it once was. Mobile publishers across the industry have faced increasing difficulty acquiring and retaining players at scale in the wake of more restrictive platform data privacy policies, which have disrupted user acquisition economics. These market dynamics have affected both our social casino and casual portfolios, and much like others in social casino, we continue to experience period-over-period declines in our scaled legacy businesses." "Even so, our core portfolio continues to generate positive cash flow, and we are managing it accordingly, optimizing for efficiency, margin, and disciplined reinvestment. At the same time, we are positioning PLAYSTUDIOS to participate in two attractive and high-growth categories: social casino promotional sweepstakes and casual puzzle. We believe both of these opportunities can play an important role in restoring growth and increasing long-term shareholder value." Fourth Quarter Financial Highlights Revenue was $55.4 million during the fourth quarter of 2025, compared to $67.8 million during the fourth quarter of 2024. Net loss was $13.7 million during the fourth quarter of 2025, compared to a net loss of $22.4 million during the fourth quarter of 2024. Consolidated AEBITDA, a non-GAAP financial measure defined below, was $5.1 million during the fourth quarter of 2025, compared to $12.5 million during the fourth quarter of 2024. Consolidated AEBITDA Margins were 9.3% in the quarter, a 910 basis point decrease versus the fourth quarter of 2024. KPIs playGAMES. During the fourth quarter of 2024, PLAYSTUDIOS had Average DAU and Average MAU of 2.0 million and 8.5 million, respectively. ARPDAU was $0.30. Direct to Consumer revenue was $8.3 million during the fourth quarter, compared to $4.7 million during the fourth quarter of 2024, representing an increase of 76.7%. KPIs playAWARDS. During the fourth quarter of 2025, players purchased 169,000 rewards with a retail value of $15.0 million. Liquidity. As of December 31, 2025, cash and cash equivalents on the balance sheet was $104.9 million. Shares outstanding. As of December 31, 2025, the Company had 126.5 million shares of common stock outstanding. Full Year 2025 Financial Highlights Revenue was $235.1 million during 2025, compared to $289.4 million in prior year. Net loss was $28.6 million during 2025, compared to a net loss of $28.7 million in prior year. Consolidated AEBITDA, was $35.6 million during 2025, compared to $56.5 million in prior year. Consolidated AEBITDA Margins were 15.1% during 2025, compared to 19.5% in prior year. KPIs playGAMES. During 2025, PLAYSTUDIOS had Average DAU and Average MAU of 2.3 million and 9.9 million, respectively. ARPDAU was $0.28. Direct to Consumer revenue was $27.6 million during 2025, compared to $15.5 million during 2024, representing an increase of 78.7%. KPIs playAWARDS. During 2025, players purchased 0.9 million rewards with a retail value of $59 million. Strategic and Operating Update During 2025, PLAYSTUDIOS continued to navigate a difficult operating backdrop for mobile gaming. Across the sector, publishers have been contending with a more challenging and less efficient user acquisition environment, contributing to greater volatility in player acquisition, engagement, and monetization trends. Within the Company’s social casino business, these dynamics continued to pressure performance. Like many other scaled publishers in the category, PLAYSTUDIOS experienced continued contraction in its legacy social casino portfolio. In response, the Company remained focused on offsetting that pressure through further efficiency measures, tighter operating discipline, and targeted product efforts intended to improve player value and optimize profitability. A central element of the Company’s revitalization strategy is the thoughtful integration of sweepstakes mechanics. PLAYSTUDIOS believes the sweepstakes-enabled gaming category represents a significant opportunity and expects that, over time, the market will continue to mature through the development of clearer regulatory frameworks. The Company believes its operating capabilities, product experience, and commitment to quality and compliance, position it well to become a scaled, best-of-breed provider as the category evolves. Within casual gaming, PLAYSTUDIOS’ portfolio of card and puzzle titles continues to represent an important strategic asset. These products account for approximately 75% of the Company’s audience and approximately 20% of its revenue. From Solitaire and Sudoku to its collection of Tetris titles, the Company believes it has assembled a compelling and diversified portfolio of durable, engaging products with attractive margin characteristics. Cost Structure Transformation and Margin Improvement The Company’s fourth quarter and full year results reflect the fully realized benefits of its Reinvention program, which was initiated in the fourth quarter of 2024 and more fully implemented throughout the first half of 2025. That initiative included comprehensive structural reforms and organizational changes that collectively generated approximately $29.0 million of annualized operating expense cost savings, allowing the Company to both improve operating efficiency and reinvest in strategic growth initiatives. While those actions allowed the Company to partially offset revenue erosion and remain profitable, PLAYSTUDIOS has continued to take further steps to simplify the business and improve its long-term operating profile. More recently, the Company initiated a second stage of its Reinvention plans consisting of a comprehensive refactoring of the business, which includes: Closing 4 of its 9 studios, Eliminating 177 positions, Consolidating products and development teams, Unifying select technologies and tools, Reducing cost of sales, and Cutting back on marketing spend. When fully implemented, the Company expects these actions to generate an additional $33.0 million to $39.0 million of annualized savings, improving operating efficiency and providing additional capacity to reinvest in strategic growth initiatives. It is also worth noting that the Company’s Direct-to-Consumer (DTC) channel continued to perform well. DTC revenue represented 18.9% of total virtual currency revenue in the fourth quarter of 2025, up from 8.6% in the prior-year quarter. For the full year, DTC was 14.6% of virtual currency revenue, compared to 6.8% in 2024, a nearly 8-percentage-point improvement. Pascal added, "These actions are not simply about reducing costs. They are about redesigning the Company to be more focused, more productive, and better aligned around the opportunities that we believe offer the greatest potential for growth, margin expansion, and shareholder value creation." Investment in Future Growth Drivers PLAYSTUDIOS is using this improved cost structure to continue investing in what it believes are the Company’s two primary future growth drivers: Tetris Block Party and playSWEEPS. Tetris Block Party Tetris Block Party is a more casual and accessible Tetris game format designed with a richer meta-layer intended to support long-term retention and engagement. The game launched in December 2025 and, in its first six weeks, achieved daily active users ("DAU") scale of more than 125,000, while also demonstrating healthy conversion and monetization characteristics. The Company believes Tetris Block Party represents an important new growth opportunity within casual puzzle and expects to continue investing in the product as resources are reallocated from its Reinvention cost-savings efforts. playSWEEPS and The Win Zone PLAYSTUDIOS also continued advancing its playSWEEPS initiatives, including the rollout of The Win Zone. The Company reported that the service went live in all currently permissible jurisdictions during the fourth quarter of 2025. Management indicated that key product and operating criteria have now been satisfied, bringing into focus marketing efficacy and audience growth. While it remains early and the Company is not yet prepared to forecast the pace or magnitude of growth, management is encouraged by the early performance of the offering. In addition to The Win Zone, PLAYSTUDIOS has initiated development on the introduction of a sweepstakes proposition within its POP! Slots mobile application. The Company believes this will represent a significant enhancement to the game’s overall structure, player value proposition, and economic model. Current plans call for a late second quarter 2026 introduction, followed by a rich collection of feature enhancements over the balance of the year. AI Enablement As part of Reinvention’s second stage agenda, PLAYSTUDIOS is also continuing to invest in its AI infrastructure and adoption. The Company has been an active adopter of AI across its production pipelines and believes there are significant additional opportunities to improve productivity, enhance quality, stimulate growth, and expand margins through broader AI-first operating practices. Pascal said, "We believe PLAYSTUDIOS must increasingly become AI-first in its thinking and applications. Over time, this should enable us to move faster, operate more efficiently, improve the quality of our execution, and ultimately generate greater profitability." Liquidity and Capital Allocation As of December 31, 2025, the Company had cash and cash equivalents of $104.9 million. The Company maintains a very strong liquidity position, which provides the flexibility to invest in its strategic priorities, manage through this period of business transition, and potentially return capital to shareholders. PLAYSTUDIOS also noted that it has approximately $40 million remaining under its existing stock repurchase authorization and may consider additional repurchases once its trading window reopens following the release of its first quarter 2026 financial results. Outlook Given the evolving performance of its legacy portfolio and the early-stage nature of its newer initiatives, the Company is not providing formal financial guidance at this time. The Company noted, however, that it remains committed to transparency and accessibility. Management remains fully open to engaging with investors and analysts who wish to discuss the business in greater depth and will continue to provide updates on the Company’s progress as appropriate. About PLAYSTUDIOS PLAYSTUDIOS (Nasdaq: MYPS), creator of the groundbreaking myVIP loyalty program, is a publisher and developer of award-winning mobile games, including the iconic Tetris® mobile app, Tetris Block Party, Solitaire, Spider Solitaire, Sudoku, and its casino-style games such as POP! Slots, myVEGAS Slots, myVEGAS Blackjack, myKONAMI Slots, and myVEGAS Bingo. The myVIP loyalty platform offers its members the richest rewards in gaming and enables them to earn real-world rewards from a global collection of iconic hospitality, entertainment, and leisure brands. playAWARDS partners include MGM Resorts International, Norwegian Cruise Lines, Royal Caribbean Cruise Lines, Virgin Voyages, Topgolf, and Cirque du Soleil, among others. Founded by a team of veteran gaming, hospitality, and technology entrepreneurs, PLAYSTUDIOS apps combine the best elements of popular casual games with compelling real-world benefits. To learn more about PLAYSTUDIOS, visit playstudios.com. Performance Indicators We manage our business by regularly reviewing several key operating metrics to track historical performance, identify trends in player activity, and set strategic goals for the future. Our key performance metrics are impacted by several factors that could cause them to fluctuate on a quarterly basis, such as platform providers’ policies, seasonality, player connectivity, and the addition of new content to games. We believe these measures are useful to investors for the same reasons. The key performance indicators may differ from similarly titled measures presented by other companies. For more information on our key performance indicators, please refer to the definitions below and the "Supplemental Data—playGAMES Key Performance Indicators" and "Supplemental Data—playAWARDS Key Performance Indicators" sections of this press release. Average Daily Active Users ("Average DAU"): Daily Active Users ("DAU") is defined as the number of individuals who played a game on a particular day. For Tetris and our free-to-play social casino games, we track DAU by the player ID, which is assigned for each game installed by an individual. As such, an individual who plays two of these games on the same day is counted as two DAU while an individual who plays the same game on two different devices is counted as one DAU. For our Brainium suite of casual games, we track DAU by app instance ID, which is assigned to each installation of a game on a particular device. As such, an individual who plays two different Brainium games on the same day is counted as two DAU and an individual who plays the same Brainium game on two different devices is also counted as two DAU. The term "Average DAU" is defined as the average of the DAU, determined as described above, for each day during the period presented. We use DAU and Average DAU as measures of audience engagement to help us understand the size of the active player base engaged with our games on a daily basis. Average Monthly Active Users ("Average MAU"): Monthly Active Users ("MAU") is defined as the number of individuals who played a game in a particular month. As with DAU, an individual who plays two different non-Brainium games in the same month is counted as two MAU while an individual who plays the same non-Brainium game on two different devices is counted as one MAU, and an individual who plays two different Brainium games on the same month is counted as two MAU while an individual who plays the same Brainium game on two different devices is also counted as two MAU. The term "Average MAU" is defined as the average of the MAU, determined as described above, for each calendar month during the period presented. We use MAU and Average MAU as measures of audience engagement to help us understand the size of the active player base engaged with our games on a monthly basis. Because DAU and MAU are calculated at the game or app-instance level, they reflect engagement at the title level rather than unique individuals across our entire portfolio, and a single individual may be counted multiple times if they engage with multiple games. In addition, these metrics are derived from a combination of internal tracking systems and third-party platform data, which may be subject to technical limitations, data discrepancies, or changes in platform reporting methodologies.. Average Daily Paying Users ("Average DPU"): Daily Paying Users ("DPU") is defined as the number of individuals who made a purchase of virtual currency or digital items within a game during a particular day. As with DAU and MAU, we track DPU based on account activity. As such, an individual who makes a purchase in two different games in a particular day is counted as two DPU while an individual who makes purchases in the same game on two different devices is counted as one DPU. The term "Average DPU" is defined as the average of the DPU, determined as described above, for each day during the period presented. We use DPU and Average DPU to help us understand the size of our active player base that makes in-game purchases and to assess monetization trends within our active player base. Consistent with DAU and MAU, DPU is calculated at the game level and may reflect multiple purchases by a single individual across different titles. Daily Payer Conversion: Daily Payer Conversion is defined as DPU as a percentage of DAU on a particular day. Daily Payer Conversion is also sometimes referred to as "Percentage of Paying Users" or "PPU". The term "Average Daily Payer Conversion" is defined as the Average DPU divided by Average DAU for a given period. We use Daily Payer Conversion and Average Daily Payer Conversion to help us understand the monetization of our active players. Average Daily Revenue Per DAU ("ARPDAU"): ARPDAU is defined for a given period as the average daily revenue per Average DAU, and is calculated as game-related revenue and advertising revenue attributable to the applicable period, divided by the number of days in the period, divided by the Average DAU during the period. We use ARPDAU as a measure of overall monetization of our active players. ARPDAU may fluctuate based on changes in pricing, player mix, advertising demand, and promotional activity. playAWARDS Platform Metrics Available Rewards: Available Rewards is defined as the monthly average number of unique rewards available in our applications’ rewards stores. A reward appearing in more than one application’s reward store is counted only once. A reward is counted only once irrespective of the inventory available through that reward. For example, one reward for a free night in a hotel room with ten rooms available for such free night is counted as one reward. Available Rewards only include real-world partner rewards and exclude PLAYSTUDIOS digital rewards. We use Available Rewards as a measure of the value and potential impact of the program for an interested player. We use Available Rewards as one indicator of the breadth of our loyalty offering. Purchases: Purchases is defined as the total number of rewards purchased for the period identified in which a player exchanges loyalty points for a reward. Purchases are net of refunds. Purchases only include purchases of real-world partner rewards and exclude any PLAYSTUDIOS digital rewards. Purchases are redeemed by the player directly with the rewards partner within the specified terms and conditions of the reward. The Company does not recognize revenue from Purchases, as players redeem loyalty points rather than making cash payments. We use Purchases as a measure of audience interest and engagement with our playAWARDS platform. Retail Value of Purchases: Retail Value of Purchases is defined as the cumulative retail value of all rewards listed as Purchases for the period identified. The retail value of each reward listed as Purchases is the retail value as determined by the partner upon creation of the reward. In the case where the retail value of a reward adjusts depending on time of redemption, the average retail value is used. Retail Value of Purchases only include the retail value of real-world partner rewards and exclude the cost of any PLAYSTUDIOS branded merchandise. Retail values are based on partner-provided estimates and may not reflect actual transaction prices or redemption experience. Retail value also does not represent revenue recognized by the Company. We use Retail Value of Purchases to help us understand the real-world value of the rewards that are purchased by our players in a particular period Retail Value of Daily Rewards Inventory: Retail Value of Daily Rewards Inventory is defined as the cumulative retail value of all rewards listed as available for the period divided by the number days in the period. For rewards with unlimited inventory, the maximum of number of rewards used in the calculation is 50. The retail value of each reward listed as available is the retail value as specified by the rewards partner upon creation of the reward. Retail Value of Daily Rewards Inventory only includes the retail value of real-world partner rewards and excludes the cost of any PLAYSTUDIOS branded merchandise. We use Retail Value of Daily Rewards Inventory to help us understand the real-world value of the rewards within our playAWARDS platform. Use of Non-GAAP Financial Measures This press release includes certain non-GAAP financial measures, including Consolidated AEBITDA. These measures are intended to supplement, and should not be considered in isolation from, or as a substitute for, the Company’s GAAP results. A reconciliation of the non-GAAP measures to the most directly comparable GAAP measures is included in the accompanying financial tables. To provide investors with information in addition to results as determined by GAAP, the Company discloses Consolidated Adjusted Earnings Before Interest Taxes Depreciation and Amortization ("Consolidated AEBITDA") as a non-GAAP measure that management believes provides useful information to investors. This measure is not a financial measure calculated in accordance with GAAP and should not be considered as a substitute for revenue, net income or any other operating performance measure calculated in accordance with GAAP. We define Consolidated AEBITDA as net income (loss) before interest, income taxes, depreciation and amortization, restructuring and related costs (consisting primarily of severance and other restructuring related costs), stock-based compensation expense, and other income and expense items (including special infrequent items, foreign currency gains and losses, and other non-cash items). We also present Consolidated AEBITDA Margin, a non-GAAP measure, which we calculate as Consolidated AEBITDA as a percentage of net revenue. We believe that the presentation of Consolidated AEBITDA provides useful information to investors regarding the Company’s results of operations because the measure assists both investors and management in analyzing and benchmarking the performance and value of our business. Consolidated AEBITDA provides an indicator of performance that is not affected by fluctuations in certain costs or other items. Accordingly, management believes that this measure is useful for comparing general operating performance from period to period, and management relies on this measure for planning and forecasting of future periods. Additionally, this measure allows management to compare results with those of other companies that have different financing and capital structures. However, other companies may define Consolidated AEBITDA differently, and as a result, our measure of Consolidated AEBITDA may not be directly comparable to that of other companies. For further information regarding these non-GAAP measures, including the reconciliation of these non-GAAP financial measures to their most directly comparable GAAP financial measures, please refer to the "Reconciliation of Net Loss to Consolidated AEBITDA" section of this press release. Forward-Looking Statements This press release contains forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995. These forward-looking statements include, but are not limited to, statements regarding the Company’s strategy, market opportunities, cost savings initiatives, restructuring initiatives and anticipated benefits, margin improvement, growth initiatives, product launches, sweepstakes opportunities, regulatory developments (including developments relating to sweepstakes and promotional gaming), AI adoption, stock repurchases, and future operating performance. These statements are based on current expectations and assumptions and involve risks and uncertainties that could cause actual results to differ materially from those expressed or implied by such statements. Factors that could cause actual results to differ materially include, among others, changes in market conditions, competitive pressures, regulatory developments, platform policy changes, user acquisition challenges, product performance, consumer demand, and other risks described in the Company’s filings with the Securities and Exchange Commission. The Company undertakes no obligation to update any forward-looking statements except as required by law. SOURCE: PLAYSTUDIOS, Inc. View source version on businesswire.com: https://www.businesswire.com/news/home/20260316139008/en/ Contacts PLAYSTUDIOS CONTACTS Investor Relations [email protected]

Investor releaseQuarter not tagged2025-11-10

The 5 Most Interesting Analyst Questions From PlayStudios’s Q3 Earnings Call

StockStory
PlayStudios’ third quarter was marked by continued revenue and user declines, a trend that management attributed to persistent category headwinds and the impact of recent cost-reduction efforts. CEO Andrew Pascal described the operating environment as “extremely challenging,” citing a shift in focus from content development to efficiency, which contributed to a further softening in the portfolio. Notably, Pascal acknowledged, “Our valuation today sits only slightly above our cash position, and we know some investors are questioning our direction,” signaling a cautious and self-critical tone throughout the call. Is now the time to buy MYPS? Find out in our full research report (it’s free for active Edge members). Revenue: $57.65 million vs analyst estimates of $59.45 million (19.1% year-on-year decline, 3% miss) Adjusted EPS: -$0.01 vs analyst estimates of $0.01 ($0.03 miss) Adjusted EBITDA: $7.25 million vs analyst estimates of $10.06 million (12.6% margin, 28% miss) Operating Margin: -13.6%, down from -6.7% in the same quarter last year Daily Active Users: 2.21 million, down 750,000 year on year Market Capitalization: $100.9 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. Ryan Sigdahl (Craig-Hallum) asked about feedback from sweepstakes users and the broader rollout plan. CEO Andrew Pascal confirmed positive early data and intends to expand Win Zone to all available states before ramping up marketing investment. Sigdahl (Craig-Hallum) also probed for potential benefits to core games from recent regulatory bans in California. Pascal responded that any impact will be monitored once the ban takes effect, with targeted marketing planned. Sigdahl (Craig-Hallum) questioned the balance between organic improvements and M&A for growth. Pascal emphasized that both are being considered, but no deals are imminent. Aaron Lee (Macquarie) inquired about visibility into 2026 and guidance for sweepstakes contributions. Pascal stated that predictability should improve by year-end after broader launches and go-to-market tests. Michael Hickey (Benchmark) asked whether the core business would see further sequential revenue decl…Read full document

PlayStudios’ third quarter was marked by continued revenue and user declines, a trend that management attributed to persistent category headwinds and the impact of recent cost-reduction efforts. CEO Andrew Pascal described the operating environment as “extremely challenging,” citing a shift in focus from content development to efficiency, which contributed to a further softening in the portfolio. Notably, Pascal acknowledged, “Our valuation today sits only slightly above our cash position, and we know some investors are questioning our direction,” signaling a cautious and self-critical tone throughout the call. Is now the time to buy MYPS? Find out in our full research report (it’s free for active Edge members). Revenue: $57.65 million vs analyst estimates of $59.45 million (19.1% year-on-year decline, 3% miss) Adjusted EPS: -$0.01 vs analyst estimates of $0.01 ($0.03 miss) Adjusted EBITDA: $7.25 million vs analyst estimates of $10.06 million (12.6% margin, 28% miss) Operating Margin: -13.6%, down from -6.7% in the same quarter last year Daily Active Users: 2.21 million, down 750,000 year on year Market Capitalization: $100.9 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. Ryan Sigdahl (Craig-Hallum) asked about feedback from sweepstakes users and the broader rollout plan. CEO Andrew Pascal confirmed positive early data and intends to expand Win Zone to all available states before ramping up marketing investment. Sigdahl (Craig-Hallum) also probed for potential benefits to core games from recent regulatory bans in California. Pascal responded that any impact will be monitored once the ban takes effect, with targeted marketing planned. Sigdahl (Craig-Hallum) questioned the balance between organic improvements and M&A for growth. Pascal emphasized that both are being considered, but no deals are imminent. Aaron Lee (Macquarie) inquired about visibility into 2026 and guidance for sweepstakes contributions. Pascal stated that predictability should improve by year-end after broader launches and go-to-market tests. Michael Hickey (Benchmark) asked whether the core business would see further sequential revenue decline. CFO Scott Peterson affirmed that Q4 revenue from the core is expected to decrease, given current trends. In the coming quarters, our analysts will track (1) the full-scale rollout and monetization of Win Zone across all eligible states, (2) user acquisition and engagement trends for Tetris Block Party as it moves beyond beta, and (3) stabilization in the core social casino business, particularly in response to regulatory shifts in key states like California. Progress on direct-to-consumer channels and early signs of margin improvement will also be important indicators. PlayStudios currently trades at $0.76, down from $0.90 just before the earnings. Is there an opportunity in the stock?The answer lies in our full research report (it’s free for active Edge members). Fresh US-China trade tensions just tanked stocks—but strong bank earnings are fueling a sharp rebound. Don’t miss the bounce. Don’t let fear keep you from great opportunities and take a look at Top 5 Strong Momentum Stocks for this week. This is a curated list of our High Quality stocks that have generated a market-beating return of 183% over the last five years (as of March 31st 2025). Stocks that made our list in 2020 include now familiar names such as Nvidia (+1,545% between March 2020 and March 2025) as well as under-the-radar businesses like the once-micro-cap company Kadant (+351% five-year return). Find your next big winner with StockStory today. StockStory is growing and hiring equity analyst and marketing roles. Are you a 0 to 1 builder passionate about the markets and AI? See the open roles here.

Investor releaseQuarter not tagged2025-11-04

PLAYSTUDIOS Inc (MYPS) Q3 2025 Earnings Call Highlights: Navigating Challenges with Strategic ...

GuruFocus.com
This article first appeared on GuruFocus. Total Revenue: $57.6 million, down 19.1% year-over-year and 2.7% sequentially. Year-to-Date Revenue: $179.7 million, down 18.9% year-over-year. Adjusted EBITDA: $7.2 million, down 50.5% year-over-year, with a 12.6% operating margin. Year-to-Date Adjusted EBITDA: $30.5 million, down 31% year-over-year. Direct-to-Consumer Revenue: $7.7 million, a 48% quarter-over-quarter increase. Cash Position: Approximately $106.3 million, with no debt. Credit Facility: Access to a fully undrawn $81 million credit facility. MAU Decline: 24.9% year-over-year and 5.4% sequentially. DAU Decline: 25.3% year-over-year and 5.8% sequentially. Warning! GuruFocus has detected 3 Warning Sign with MYPS. Is MYPS fairly valued? Test your thesis with our free DCF calculator. Release Date: November 03, 2025 For the complete transcript of the earnings call, please refer to the full earnings call transcript. Win Zone sweepstakes effort is gaining traction, with improvements in retention, engagement, and monetization. Tetris Block Party shows promising early performance in open beta, with encouraging results in user acquisition, retention, and monetization. Direct-to-consumer revenue increased by 48% quarter-over-quarter, benefiting from relaxed Apple policy changes. The playAWARDS loyalty platform continues to be a core differentiator, enhancing player engagement with real-world rewards. Adoption of AI in game development and operations is helping improve efficiency and speed. Total revenue for the quarter was down 19.1% year-over-year, reflecting a decline in daily active users (DAU). Adjusted EBITDA decreased by 50.5% compared to the third quarter of 2024, indicating reduced profitability. The social casino category remains challenged, with year-over-year declines in DAU and average revenue per daily active user (ARPDAU). Market-wide headwinds continue to pressure core markets, impacting overall business performance. Full-year results for both net revenue and consolidated adjusted EBITDA are expected to fall below previously provided guidance ranges. Q: What feedback did you receive from players at the World Series of Slots regarding the Win Zone sweepstakes, and how do you plan to scale the Win Zone launch? A: Andrew Pascal, CEO: Feedback on Win Zone has been generally positive, though the sample size from the World Series of Slots was small. We f…Read full document

This article first appeared on GuruFocus. Total Revenue: $57.6 million, down 19.1% year-over-year and 2.7% sequentially. Year-to-Date Revenue: $179.7 million, down 18.9% year-over-year. Adjusted EBITDA: $7.2 million, down 50.5% year-over-year, with a 12.6% operating margin. Year-to-Date Adjusted EBITDA: $30.5 million, down 31% year-over-year. Direct-to-Consumer Revenue: $7.7 million, a 48% quarter-over-quarter increase. Cash Position: Approximately $106.3 million, with no debt. Credit Facility: Access to a fully undrawn $81 million credit facility. MAU Decline: 24.9% year-over-year and 5.4% sequentially. DAU Decline: 25.3% year-over-year and 5.8% sequentially. Warning! GuruFocus has detected 3 Warning Sign with MYPS. Is MYPS fairly valued? Test your thesis with our free DCF calculator. Release Date: November 03, 2025 For the complete transcript of the earnings call, please refer to the full earnings call transcript. Win Zone sweepstakes effort is gaining traction, with improvements in retention, engagement, and monetization. Tetris Block Party shows promising early performance in open beta, with encouraging results in user acquisition, retention, and monetization. Direct-to-consumer revenue increased by 48% quarter-over-quarter, benefiting from relaxed Apple policy changes. The playAWARDS loyalty platform continues to be a core differentiator, enhancing player engagement with real-world rewards. Adoption of AI in game development and operations is helping improve efficiency and speed. Total revenue for the quarter was down 19.1% year-over-year, reflecting a decline in daily active users (DAU). Adjusted EBITDA decreased by 50.5% compared to the third quarter of 2024, indicating reduced profitability. The social casino category remains challenged, with year-over-year declines in DAU and average revenue per daily active user (ARPDAU). Market-wide headwinds continue to pressure core markets, impacting overall business performance. Full-year results for both net revenue and consolidated adjusted EBITDA are expected to fall below previously provided guidance ranges. Q: What feedback did you receive from players at the World Series of Slots regarding the Win Zone sweepstakes, and how do you plan to scale the Win Zone launch? A: Andrew Pascal, CEO: Feedback on Win Zone has been generally positive, though the sample size from the World Series of Slots was small. We focus more on data from the 15 markets where Win Zone is live, showing improvements in retention and monetization. We plan to expand to all qualified jurisdictions by year-end and then increase user acquisition efforts. Q: Has the California ban on sweepstakes impacted your core social casino games? A: Andrew Pascal, CEO: The ban takes effect after the first of the year, so we haven't seen an impact yet. We hope to see a lift in traditional social play and will target marketing efforts to promote our rewarded play alternative. Q: Are you considering both organic and inorganic strategies to reposition the business? A: Andrew Pascal, CEO: Yes, we are exploring both. Internally, we are continuously seeking efficiency improvements, and externally, we are looking at potential acquisitions to accelerate our position in sweepstakes and enhance our playAWARDS and casual portfolios. Q: How much visibility do you have into the business for 2026, and will you be able to guide on sweepstakes contribution by year-end? A: Andrew Pascal, CEO: We hope to have more visibility by year-end. We aim to stabilize the core business and scale new growth opportunities like sweepstakes and Tetris Block Party, which should provide clearer guidance for 2026. Q: What is driving the sequential growth in your direct-to-consumer (D2C) efforts, and how does it impact gross margins? A: Andrew Pascal, CEO: Improved merchandising within our apps and reduced friction in transactions have driven D2C growth. We expect this trend to continue, positively impacting gross margins as D2C revenue increases and sweepstakes scale. For the complete transcript of the earnings call, please refer to the full earnings call transcript.

Investor releaseQuarter not tagged2025-11-04

PLAYSTUDIOS, Inc. Announces Third Quarter Results

Business Wire
Third Quarter Revenue of $57.6 million and Net loss of $9.1 million Consolidated AEBITDA of $7.2 million LAS VEGAS, November 03, 2025--(BUSINESS WIRE)--PLAYSTUDIOS, Inc. (NASDAQ: MYPS) ("PLAYSTUDIOS" or the "Company") today announced financial results for the third quarter ended September 30, 2025. Third Quarter Financial Highlights Revenue was $57.6 million during the third quarter of 2025, compared to $71.2 million during the third quarter of 2024. Net loss was $9.1 million during the third quarter of 2025, representing a net loss margin of 15.8%, compared to net loss of $3.1 million during the third quarter of 2024, representing a net loss margin of 4.3%. Consolidated AEBITDA, a non-GAAP financial measure defined below, was $7.2 million during the third quarter of 2025, representing a margin of 12.6%, compared to $14.6 million during the third quarter of 2024, representing a margin of 20.5%. Direct-to-consumer revenue was $7.7 million during the third quarter of 2025, compared to $5.2 million during the third quarter of 2024, representing an increase of 48%. Liquidity. As of September 30, 2025, cash and cash equivalents on the balance sheet was $106.3 million. PLAYSTUDIOS’ $81 million revolving credit facility remains undrawn. Andrew Pascal, Chairman and Chief Executive Officer of PLAYSTUDIOS, commented, "While our core social casino business continues to encounter meaningful market headwinds, we remain focused and committed to our strategic priorities. We're seeing growing traction in our direct-to-consumer channel, continued progress with the development of our sweepstakes initiative, and promising early momentum in Tetris Block Party. Together, these signals validate our direction and bolster our confidence in the future. We are intensely focused on stabilizing the business, while we also build the capabilities we believe will fuel the next phase of growth in the quarters ahead." Selected Operational Metrics and Recent Business Highlights KPIs playGAMES: During the third quarter of 2025, PLAYSTUDIOS had Average DAU and Average MAU of 2.2 million and 9.5 million, respectively, and ARPDAU was $0.28. KPIs playAWARDS: During the third quarter of 2025, players purchased 202,666 rewards with a retail value of $15 million. Soft launch of Tetris Block Party. Launched The Win Zone (beta) into several available markets nationwide. Expanded direct-to-consumer mon…Read full document

Third Quarter Revenue of $57.6 million and Net loss of $9.1 million Consolidated AEBITDA of $7.2 million LAS VEGAS, November 03, 2025--(BUSINESS WIRE)--PLAYSTUDIOS, Inc. (NASDAQ: MYPS) ("PLAYSTUDIOS" or the "Company") today announced financial results for the third quarter ended September 30, 2025. Third Quarter Financial Highlights Revenue was $57.6 million during the third quarter of 2025, compared to $71.2 million during the third quarter of 2024. Net loss was $9.1 million during the third quarter of 2025, representing a net loss margin of 15.8%, compared to net loss of $3.1 million during the third quarter of 2024, representing a net loss margin of 4.3%. Consolidated AEBITDA, a non-GAAP financial measure defined below, was $7.2 million during the third quarter of 2025, representing a margin of 12.6%, compared to $14.6 million during the third quarter of 2024, representing a margin of 20.5%. Direct-to-consumer revenue was $7.7 million during the third quarter of 2025, compared to $5.2 million during the third quarter of 2024, representing an increase of 48%. Liquidity. As of September 30, 2025, cash and cash equivalents on the balance sheet was $106.3 million. PLAYSTUDIOS’ $81 million revolving credit facility remains undrawn. Andrew Pascal, Chairman and Chief Executive Officer of PLAYSTUDIOS, commented, "While our core social casino business continues to encounter meaningful market headwinds, we remain focused and committed to our strategic priorities. We're seeing growing traction in our direct-to-consumer channel, continued progress with the development of our sweepstakes initiative, and promising early momentum in Tetris Block Party. Together, these signals validate our direction and bolster our confidence in the future. We are intensely focused on stabilizing the business, while we also build the capabilities we believe will fuel the next phase of growth in the quarters ahead." Selected Operational Metrics and Recent Business Highlights KPIs playGAMES: During the third quarter of 2025, PLAYSTUDIOS had Average DAU and Average MAU of 2.2 million and 9.5 million, respectively, and ARPDAU was $0.28. KPIs playAWARDS: During the third quarter of 2025, players purchased 202,666 rewards with a retail value of $15 million. Soft launch of Tetris Block Party. Launched The Win Zone (beta) into several available markets nationwide. Expanded direct-to-consumer monetization progress. Successfully completed the second annual myVIP World Tournament of Slots. Financial Outlook Given the magnitude of the more recent softness in player activity and monetization, the Company now expects full-year results for both net revenue and Consolidated Adjusted EBITDA to fall below the low end of the previously provided guidance ranges. We have not provided the most directly comparable GAAP measure for our Consolidated AEBITDA outlook because certain items that are part of the projected non-GAAP financial measure are outside of our control or cannot be reasonably estimated without unreasonable effort. Conference Call Details PLAYSTUDIOS will host a conference call at 5:00 p.m. Eastern Time today, which will include a brief discussion of the results followed by a question and answer session. The call will be accessible via the Internet through https://ir.playstudios.com or by calling (866) 405-1203 or (201) 689-8432. A replay of the call will be archived at https://ir.playstudios.com. Summary Operating Results About PLAYSTUDIOS, Inc. PLAYSTUDIOS (Nasdaq: MYPS), creator of the groundbreaking myVIP loyalty program, is a publisher and developer of award-winning mobile games, including the iconic Tetris® mobile app, Solitaire, Spider Solitaire, Sudoku, and its casino-style games such as Pop! Slots, myVEGAS Slots, myVEGAS Blackjack, myKONAMI Slots, and myVEGAS Bingo. The myVIP loyalty platform offers its members the richest rewards in gaming and enables them to earn real-world rewards from a global collection of iconic hospitality, entertainment, and leisure brands. playAWARDS partners include Wolfgang Puck, Norwegian Cruise Line, Resorts World, IHG, Bowlero, Gray Line Tours, and Hippodrome Casino, among others. Founded by a team of veteran gaming, hospitality, and technology entrepreneurs, PLAYSTUDIOS apps combine the best elements of popular casual games with compelling real-world benefits. To learn more about PLAYSTUDIOS, visit playstudios.com. For more about myVIP, visit myVIP.co. Performance Indicators We manage our business by regularly reviewing several key operating metrics to track historical performance, identify trends in player activity, and set strategic goals for the future. Our key performance metrics are impacted by several factors that could cause them to fluctuate on a quarterly basis, such as platform providers’ policies, seasonality, player connectivity, and the addition of new content to games. We believe these measures are useful to investors for the same reasons. The key performance indicators may differ from similarly titled measures presented by other companies. For more information on our key performance indicators, please refer to the definitions below and the "Supplemental Data—playGAMES Key Performance Indicators" and "Supplemental Data—playAWARDS Key Performance Indicators" sections of this press release. Daily Active Users ("DAU"): DAU is defined as the number of individuals who played a game on a particular day. We track DAU by the player ID, which is assigned for each game installed by an individual. As such, an individual who plays two different PLAYSTUDIOS games on the same day is counted as two DAU while an individual who plays the same PLAYSTUDIOS game on two different devices is counted as one DAU. Brainium tracks DAU by app instance ID, which is assigned to each installation of a game on a particular device. As such, an individual who plays two different Brainium games on the same day is counted as two DAU while an individual who plays the same game on two different devices is counted as two DAU. The term "Average DAU" is defined as the average of the DAU, determined as described above, for each day during the period presented. We use DAU and Average DAU as measures of audience engagement to help us understand the size of the active player base engaged with our games on a daily basis. Monthly Active Users ("MAU"): MAU is defined as the number of individuals who played a game in a particular month. As with DAU, an individual who plays two different PLAYSTUDIOS games in the same month is counted as two MAU while an individual who plays the same game on two different devices is counted as one MAU, and an individual who plays two different Brainium games on the same day is counted as two MAU while an individual who plays the same game on two different devices is counted as two MAU. The term "Average MAU" is defined as the average of the MAU, determined as described above, for each calendar month during the period presented. We use MAU and Average MAU as measures of audience engagement to help us understand the size of the active player base engaged with our games on a monthly basis. Daily Paying Users ("DPU"): DPU is defined as the number of individuals who made a purchase in a mobile game during a particular day. As with DAU and MAU, we track DPU based on account activity. As such, an individual who makes a purchase on two different games in a particular day is counted as two DPU while an individual who makes purchases in the same game on two different devices is counted as one DPU. The term "Average DPU" is defined as the average of the DPU, determined as described above, for each day during the period presented. We use DPU and Average DPU to help us understand the size of our active player base that makes in-game purchases. This focus directs our strategic goals in setting player acquisition and pricing strategy. Daily Payer Conversion: Daily Payer Conversion is defined as DPU as a percentage of DAU on a particular day. Daily Player Conversion is also sometimes referred to as "Percentage of Paying Users" or "PPU". The term "Average Daily Payer Conversion" is defined as the Average DPU divided by the Average DAU for a given period. We use Daily Payer Conversion and Average Daily Payer Conversion to help us understand the monetization of our active players. Average Daily Revenue Per DAU ("ARPDAU"): ARPDAU is defined for a given period as the average daily revenue per Average DAU, and is calculated as game and advertising revenue for the period, divided by the number of days in the period, divided by the Average DAU during the period. We use ARPDAU as a measure of overall monetization of our active players. playAWARDS Platform Metrics Available Rewards: Available Rewards is defined as the monthly average number of unique rewards available in our applications’ rewards stores. A reward appearing in more than one application’s reward store is counted only once. A reward is counted only once irrespective of the inventory available through that reward. For example, one reward for a free night in a hotel room with ten rooms available for such free night is counted as one reward. Available Rewards only include real-world partner rewards and exclude PLAYSTUDIOS digital rewards. We use Available Rewards as a measure of the value and potential impact of the program for an interested player. It is assumed that the greater the variety and breadth of rewards offered, the more likely players will be to ascribe value to the program. Purchases: Purchases is defined as the total number of rewards purchased for the period identified in which a player exchanges loyalty points for a reward. Purchases are net of refunds. Purchases only include purchases of real-world partner rewards and exclude any PLAYSTUDIOS digital rewards. Purchases are redeemed by the player directly with the rewards partner within the specified terms and conditions of the reward. The Company does not receive any compensation or revenue from Purchases. We use Purchases as a measure of audience interest and engagement with our playAWARDS platform. Retail Value of Purchases: Retail Value of Purchases is defined as the cumulative retail value of all rewards listed as Purchases for the period identified. The retail value of each reward listed as Purchases is the retail value as determined by the partner upon creation of the reward. In the case where the retail value of a reward adjusts depending on time of redemption, the average retail value is used. Retail Value of Purchases only include the retail value of real-world partner rewards and exclude the cost of any PLAYSTUDIOS branded merchandise. We use Retail Value of Purchases to help us understand the real-world value of the rewards that are purchased by our players. Retail Value of Daily Rewards Inventory: Retail Value of Daily Rewards Inventory is defined as the cumulative retail value of all rewards listed as available for the period divided by the number days in the period. For rewards with unlimited inventory, the maximum of number of rewards used in the calculation is 50. The retail value of each reward listed as available is the retail value as specified by the rewards partner upon creation of the reward. Retail Value of Daily Rewards Inventory only includes the retail value of real-world partner rewards and excludes the cost of any PLAYSTUDIOS branded merchandise. We use Retail Value of Daily Rewards Inventory to help us understand the real-world value of the rewards within our playAWARDS platform. Non-GAAP Financial Measures To provide investors with information in addition to results as determined by GAAP, the Company discloses Consolidated Adjusted Earnings Before Interest Taxes Depreciation and Amortization ("Consolidated AEBITDA") as a non-GAAP measure that management believes provides useful information to investors. This measure is not a financial measure calculated in accordance with GAAP and should not be considered as a substitute for revenue, net income or any other operating performance measure calculated in accordance with GAAP. We define Consolidated AEBITDA as net income (loss) before interest, income taxes, depreciation and amortization, restructuring and related costs (consisting primarily of severance and other restructuring related costs), stock-based compensation expense, and other income and expense items (including special infrequent items, foreign currency gains and losses, and other non-cash items). We also present Consolidated AEBITDA Margin, a non-GAAP measure, which we calculate as Consolidated AEBITDA as a percentage of net revenue. We believe that the presentation of Consolidated AEBITDA provides useful information to investors regarding the Company’s results of operations because the measure assists both investors and management in analyzing and benchmarking the performance and value of our business. Consolidated AEBITDA provides an indicator of performance that is not affected by fluctuations in certain costs or other items. Accordingly, management believes that this measure is useful for comparing general operating performance from period to period, and management relies on this measure for planning and forecasting of future periods. Additionally, this measure allows management to compare results with those of other companies that have different financing and capital structures. However, other companies may define Consolidated AEBITDA differently, and as a result, our measure of Consolidated AEBITDA may not be directly comparable to that of other companies. For further information regarding these non-GAAP measures, including the reconciliation of these non-GAAP financial measures to their most directly comparable GAAP financial measures, please refer to the "Reconciliation of Net Loss to Consolidated AEBITDA" section of this press release. Forward-Looking Statements This press release contains forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1995, including statements regarding our future financial and operating performance (including statements regarding outlook or guidance), our liquidity and capital resources, the development and release plans of our games, the impact of business restructuring and cost control initiatives including estimated amounts and timing of anticipated cost reductions, and our mergers and acquisition strategy, all of which involve risks and uncertainties. Actual results may differ materially from the results predicted, and reported results should not be considered as an indication of future performance. Forward-looking statements include all statements that are not historical facts and can be identified by terms such as "may," "might," "will," "should," "expects," "plans," "projects," "anticipates," "intends," "believes," "goal," "work towards," "estimates," "predicts," "potential" or "continue," the negative of these terms and other comparable terminology that conveys uncertainty of future events or outcomes. These forward-looking statements involve known and unknown risks, uncertainties, assumptions and other factors that may cause actual results to differ materially from statements made in this press release, including our ability to develop and publish our games; risks related to defects, errors, or vulnerabilities in our games and IT infrastructure; our ability to attract new, and retain existing, players of our games; the failure to timely develop and achieve market acceptance of new games and maintain the popularity of our existing games; rapidly evolving technological developments in the gaming market; competition in the industry in which we operate; our financial performance; our ability to execute merger and acquisition transactions; legal and regulatory developments; risks associated with our international operations; geopolitical events and conditions; risks associated with business restructuring efforts, including the potential impact of restructuring activities on our business operations and financial performance; and general market, political, economic and business conditions. The achievement or success of the matters covered by such forward-looking statements involves significant risks, uncertainties and assumptions, including, but not limited to, the risks and uncertainties discussed in our filings with the Securities and Exchange Commission. All information provided in this release is based on information available to us as of the date of this press release and any forward-looking statements contained herein are based on assumptions that we believe are reasonable as of this date. Undue reliance should not be placed on the forward-looking statements in this press release, which are inherently uncertain. We undertake no duty to update this information unless required by law. View source version on businesswire.com: https://www.businesswire.com/news/home/20251103925624/en/ Contacts PLAYSTUDIOS CONTACTS Investor Relations [email protected]

TranscriptFY2025 Q32025-11-03

FY2025 Q3 earnings call transcript

Earnings source - 39 paragraphs
Operator

Good afternoon, everyone, and welcome to the PLAYSTUDIOS Third Quarter 2025 Earnings Call. [Operator Instructions] As a reminder, this conference is being recorded. I would now like to turn the call over to Joel Agena, General Counsel. Mr. Agena, you may begin.

Joel Agena

Thank you. Good afternoon, and thanks for joining us for the PLAYSTUDIOS third quarter 2025 earnings call. With me on the call today are our Chairman and CEO, Andrew Pascal; and our CFO, Scott Peterson. During this call, we will make some forward-looking statements that are based on our current expectations, but that are subject to risks and uncertainties that may cause actual results to differ materially from those expectations. Please refer to our SEC filings for a more detailed discussion of those risks. We will also discuss certain non-GAAP financial measures. These should not be considered a substitute for measures prepared in accordance with GAAP. Reconciliations to comparable GAAP measures can be found in our earnings release and SEC filings. With that, I'll turn it over to Andrew.

Andrew Pascal

Thank you, Joel. Good afternoon, everyone. Before I focus on our specific performance for the quarter, I'd like to provide some context and perspective on our current operating environment. The past 2 years have been extremely challenging. Category headwinds have continued to pressure our core markets. Our valuation today sits only slightly above our cash position, and we know some investors are questioning our direction. As both the CEO and one of the company's largest shareholders, I understand these concerns, and I share the urgency to reposition the business. The Board and leadership team are fully aligned in this effort, and we're focused on reshaping the company with discipline, navigating the headwinds, further tightening our expense structure and reorienting the business toward durable growth. Nothing is off the table as we work through this transition. As you know, in Q4 of last year, we took meaningful actions to reduce our expenses and improve operating efficiency. These moves reduced our fixed cost base, but also came with trade-offs, particularly in our ability to sustain the same pace of new content, live operations and product development, which contributed to continued softening across the portfolio. The benefits, however, enabled us to invest in a disciplined manner into our highest conviction growth projects while preserving our profitability. And while our reinvention initiatives created short-term savings, it's important to highlight that they did not solve the structural market-wide headwinds we continue to operate against. That's an important distinction. From a product standpoint, we've been very intentional about reconnecting with the principles that defined our early success, innovative and beautifully executed games, real-world loyalty benefits and uncompromising player service. As we expanded the portfolio over time and market conditions shifted, complexity increased and our focus moved more toward monetization and promotional tactics. This often came at the expense of delivering a fun, dynamic and carefully curated experience for many of our players. Through our reinvention work last year, we reaffirmed our commitment to quality, player value and execution. Our approach to our growth initiatives reflects this renewed focus on these core principles. Let's briefly touch on some key updates, beginning with our sweepstakes effort. Win Zone continues to gain traction, now live in open beta across 15 states and on pace for a broader rollout in all qualified jurisdictions before year-end. As we refine the product, we're seeing steady improvements across retention, engagement and monetization, resulting in our highest returns on ad spend. With a view towards our upcoming launch, we remain focused on improving this way of efficiency and long-term player value as well as the keys to driving scale. While the broader sweepstakes market has faced regulatory contraction, reducing the TAM by roughly 25%, growth in the remaining open states remains strong and with an addressable market of $3.5 billion to $4 billion, we continue to believe the category represents a meaningful long-term opportunity. Our approach is intentionally phased. We started with a stand-alone web-based product to build capability and over time, we'll evolve it into a fully integrated promotional engine supporting chip sales across our social casino portfolio with selective strategic acquisitions as a potential accelerant. Let's now review our second growth opportunity, Tetris Block Party. Tetris Block Party is one of our most promising upcoming launches. Our thesis has always been that Tetris should be a super scaled mobile franchise. It's one of the most beloved games of all time, yet it hasn't fully realized that potential on mobile platforms. We're hoping to change that by pairing a familiar puzzle mechanic with a deeper social meta game built around competition, progression and community. The game has been in open beta in select markets and early performance across UA, retention, engagement and monetization has been very encouraging. Based on those results, we're about to begin a focused go-to-market test ahead of a broader rollout in Q1. Turning to our playGAMES core business, let's first look at the casino games. As I mentioned, the social casino category remains challenged, reflecting broader market conditions and ongoing shifts towards sweepstakes style offerings. These trends contributed to year-over-year declines in both DAU and ARPDAU across most of our portfolio with the exception of myKONAMI, which continues to show double-digit year-over-year increases in ARPDAU. That said, our direct-to-consumer business continues to show strong growth, benefiting from a full quarter of operations under the relaxed Apple policy changes. Direct-to-consumer revenue was $7.7 million, a 48% quarter-over-quarter increase, representing 16.7% of total in-app purchase revenue, up from 9.1% in Q3 of 2024. DAU for the Casino segment remained stable sequentially, signaling a more resilient core player base. On the topic of our casual business, it continues to experience pressure on DAU, which accounted for most of our sequential audience decline. During the quarter, the team focused on enhancing the underlying technology of our ad monetization, improving efficiency and yield. As a result, ARPDAU for both Brainium and Tetris Prime improved meaningfully year-over-year, offsetting some of the DAU declines and setting the stage for renewed user acquisition in 2026. Our playAWARDS loyalty platform continues to be a core differentiator for our business, bridging in-game engagement with real-world entertainment. Over the past year, we streamlined the program to focus on higher-quality partners and more aspirational rewards while also expanding the catalog of digital benefits like vanity items, customizations and status-based perks that enhance progression inside the games. This resulted in a decrease in the retail value of rewards purchased year-over-year, but an increase of 16% sequentially for the third quarter. A highlight for the quarter is our myVIP World Tournament of Slots, which started with in-app activations and social campaigns and culminated in a 3-day live event in the Bahamas, where 500 top players competed for $1 million and the title of world's best slot player. It's a clear proof point of how we connect play to real-world experiences in a way that builds deeper loyalty and longer-lasting relationships with our players. Before I turn the call over to Scott, I'd like to spotlight our emphasis on modernizing our development approach, particularly through the adoption of AI. Across our game development pipeline, creative tooling, UA modeling and player targeting, AI is helping us move faster and operate more efficiently. We're still early in this journey, and we see meaningful long-term opportunities in how AI can reshape gameplay, production and our live ops execution. With that, I'll hand it off to Scott.

Scott Peterson

Thanks, Andrew. Good afternoon, everyone. Total revenue for the quarter was $57.6 million, down approximately 19.1% versus the third quarter of '24 and down 2.7% sequentially, primarily reflecting a decline in DAU. Year-to-date revenue stands at $179.7 million, down 18.9% year-over-year. Adjusted EBITDA for the quarter was $7.2 million, down 50.5% versus the third quarter of '24, resulting in a 12.6% operating margin compared to 20.5%. Year-to-date adjusted EBITDA was $30.5 million, down approximately 31% year-over-year. This contraction reflects reduced revenue scale and an increase in investment for new growth projects, partially offset by cost savings from last year's reinvention program. Our MAU declined 24.9% versus last year's third quarter and down 5.4% sequentially, while DAU decreased 25.3% versus last year's third quarter and 5.8% sequentially. These declines were primarily concentrated in the casual segment, consistent with industry trends. We ended the quarter with approximately $106.3 million in cash, no debt and access to a fully undrawn $81 million credit facility. Our liquidity position provides flexibility to pursue opportunities that can drive long-term shareholder value. Given the magnitude of the more recent softness in player activity and monetization, we now expect full year results for both net revenue and consolidated adjusted EBITDA to fall below the low end of the previously provided guidance ranges. While near-term market conditions remain challenging, we continue to operate with discipline and focus on initiatives that we believe will strengthen our long-term competitive position. With that, I'll turn the call back to Andrew.

Andrew Pascal

Thanks, Scott. So looking ahead, our priority remains balancing disciplined investment with continued improvement in operating efficiency while advancing the initiatives that we believe can reenergize our growth over time. For now, we're staying close to fundamentals, delivering for our players, strengthening core product performance and advancing towards the point where our newer initiatives can contribute meaningfully to our growth. We appreciate your continued support as we move forward with purpose in this dynamic market. Operator, let's open the call for questions.

Operator

[Operator Instructions] Our first question comes from the line of Ryan Sigdahl with Craig-Hallum.

Ryan Sigdahl

Sweepstakes, so you had the World Series of Slots. Last week, Win Zone was promoted throughout that. I guess curious what feedback you got from those players that were in the World Series as it relates to sweepstakes, are those existing Win Zone players or not and kind of feedback there? And then how you think about kind of a bigger, broader scale launch with the Win Zone relative to kind of the state-by-state you've been going?

Andrew Pascal

Thanks, Ryan. So I don't -- first of all, I think the feedback about Win Zone has been generally positive. I think given the number of players that we had at the World Tournament of Slots and the subset of them that are actually in jurisdictions where it's available is -- it's a pretty small sample size. So we wouldn't read too much into the feedback that we received on the Win Zone specifically. With that said, we look more towards the actual data that we're generating from the players that are in the 15 markets where we're live today. And as I alluded to during my opening comments, we're encouraged by the consistent improvement that we see across those metrics, whether it be retention or conversion rates to monetization and some of what we're seeing in terms of the monetization behavior. So I think that, generally speaking, we're making good headway. And as I alluded to, we expect that we're going to open up more jurisdictions and with the hope and expectation that by the end of the year, we'll be live in all of the available jurisdictions and in a position where we can start to then deploy more meaningful UA capital and start scaling up that part of the business.

Ryan Sigdahl

And just as it relates to sweepstakes, California put a ban. You never launched in California, but have you seen any benefit to your core social casino games in California following that ban?

Andrew Pascal

Not yet. The ban goes into effect just after the first of the year. And so we're looking real close to see once it does, in fact, take root, whether we're going to see some lift and return to more traditional social play. Obviously, we'll be doing a lot of targeted marketing where we're promoting our rewarded play alternative to the sweeps promotional mechanic. So we're curious and hopeful that we'll actually enjoy some benefit within the core social portfolio independent of what it means in terms of reduction in the available market for sweepstakes.

Ryan Sigdahl

One more for me, and then I'll turn it over to the others. You mentioned kind of everything is on the table kind of reevaluating the business, et cetera. Is that primarily an organic exercise? Are you looking at M&A or a combination of both?

Andrew Pascal

It's both. I would say, internally, the work that we're doing just to consistently look for and find ways to just operate more efficiently is just a never-ending exercise. And so we look at things that are incremental, and we look at things that are far more structural. And as you know, we did a bunch of work starting in the fourth quarter last year. And as we signaled, we expected that we would enjoy somewhere between $25 million and $30 million of cost savings or benefits on a normalized basis. And directionally, that's where we ended up. And so that was offset a bit by the continued erosion that we're seeing in revenue and the investments that we're making in these growth initiatives. So that's why that didn't show up in our operating results just yet. But we're looking for continued refinements just in the core business today. And then the inorganic opportunities, we consistently look at where there might be companies that can accelerate our position as we look at sweepstakes and establishing a certain critical mass and momentum within that dimension of the free-to-play casino genre or things that we think are complementary to our playAWARDS offering and/or the casual portfolio that we have today. With that said, we're not in a position where anything has gotten any meaningful traction where we'll be ready to talk about it. But suffice to say, we're looking at all of those things.

Operator

Our next question comes from the line of Aaron Lee with Macquarie.

Aaron Lee

As we head into 2026, there's a lot of moving pieces between the core portfolio, sweepstakes and Tetris. So how much visibility do you have into the business in 2026? And do you think by year-end, you'll be in a position to guide to sweepstakes contribution?

Andrew Pascal

Yes. Thanks. It's a great question. And we certainly hope so. I mean it's difficult right now because as you highlight, the business is very dynamic. The core of the business, the social casino core has been contracting, and we're doing everything we can to stabilize it. And then we are investing in these new growth opportunities. And we're at that place now. I just spoke to the fact that by the end of this year, we intend to be live in all of the domestic jurisdictions with sweepstakes and start to invest in scaling and growing that business. So hopefully, we'll be in a position where the go-forward performance is a bit more predictable, and we'll obviously speak to that on our next call. And then our Tetris Block Party initiative, which is really the primary initiative that we're focused on in terms of really capitalizing on the Tetris rights and franchise that we have. We certainly hope that by the end of this year, we'll also have the kind of validation that will give us more confidence and visibility into its contributions next year. On that point, we're in the cycle right now of a primary marketing test in a key market where it's really going to help to inform our strategy and thinking as we approach the new year and scaling that product. So I would say along both sweeps and the Tetris Block Party dimensions, we're hoping to have more visibility and be able to predict more clearly what their contributions will be next year.

Aaron Lee

And then on sweeps, you mentioned you'll be in the full range of jurisdictions by the end of the year. So I guess once you're there, is that when you will start leaning more into marketing? Or is there anything else you have to see before you kind of get into the full launch?

Andrew Pascal

Yes. Thanks. Well, our practice is we're going to open up all the jurisdictions. We'll then start to deploy a modest amount of marketing capital so that we can generate the kind of cohorts and users to get a clear read on what then are the overall cost of acquisition and are the metrics continuing to hold up or improve. And assuming that they are, then we'll go ahead and start deploying more meaningful capital in scaling up that business. So that's our intention.

Operator

Our next question comes from the line of Mike Hickey with Benchmark.

Michael Hickey

Just three from us. I'll keep it light for you, Andrew. The first one, you took down your numbers for '25 on revenue and EBITDA. You've only got 1 quarter left and you're 1 month through. Can you help us sort of size the magnitude of the reduction here? And maybe the best way to do it is if you can give us any color on sequential growth in Q4 from revenue or not? And maybe there's a better way to approach it, but that seems maybe the easiest.

Andrew Pascal

Okay. Scott, do you want to take that?

Scott Peterson

Sure. I mean, look, as Andrew kind of mentioned in terms of some of our new launches, we've got -- we're hoping that we'll be able to get more clarity as we get in the middle of this quarter and perhaps step on the gas if the metrics are there. Other than that, that's one of the reasons why we didn't get specific. But then also the trends that we saw in third quarter are sort of continuing at least through now. And so that's kind of the way you should be looking at it.

Michael Hickey

Okay, Scott. So just to clarify, if you take out launches where you're hopeful, obviously, but it's problematic in terms of modeling, then we should expect from your core business a sequential decline in Q4 revenue from Q3?

Scott Peterson

Yes.

Michael Hickey

Okay. And then, Andrew, just curious, what are the best ways you think to sort of stop the [ decay ] in social casino?

Andrew Pascal

Look, I think it's challenging. And if you really look at the category overall and all the participants in it, the declines obviously aren't specific to us. You'll see that a lot of the scaled operators are seeing declines as well. Ours are a bit more exaggerated. I think that -- and there's a collection, a small collection of us that are seeing the kinds of both DAU declines and revenue declines that are consistent or a bit worse than ours. And I would argue that those -- all those companies -- and maybe I should just speak for us, have a pretty high concentration of play in North America. And so this dynamic of our losing players and play to the alternatives, sweepstakes notably is just very real. And so what we're hopeful of is that 2 things as we open up and start to make it known that we have a sweepstakes alternative, then we can keep people within our ecosystem as opposed to losing them altogether. So hopefully, that will be somewhat stabilizing. And then secondarily, as markets fall out like California, which is a primary and very significant market for us with our traditional social casino games because of the loyalty program and the dominance that Las Vegas-based rewards has, making the benefits that much more accessible to people that are in the Southwest region, we think that hopefully, we'll see some stability and recovery in terms of players and performance that are in that region. And that still needs to be proven out. But I think that we're kind of positioning ourselves so that we've got a bit of a hedge as sweepstakes continues to grow within the markets where it is still active and over time becomes legal and legitimized, we'll be prepared and ready to take advantage of and exploit that opportunity in the markets where it's not, then we'll be able to leverage our more traditional social casino products with a rewarded play alternative to sweepstakes to go reclaim and recapture some of that market share that we've lost. So we appreciate that that's what we have to prove out, but we're hopeful that that's the opportunity ahead of us.

Michael Hickey

Last one from us. Obviously, sweeps is a really compelling catalyst, hopefully a driver for you. You also made the point you're basically trading for your cash value here. So under that context, you look at, Andrew, states where sweeps are active and not going to be shut down, a lot of these states are being viewed as potential or sweeps in these states are being viewed as a potential catalyst for iGaming legalization. I think a similar view would be on how prediction markets in nonregulated states could be a catalyst for OSB legalization. So do you think -- assuming that's true, which I think is at least logical, do you think there are strategic opportunities for you or strategic alternatives for you to partner or otherwise with iGaming operators given that you're launching your sweeps products, you're going to be building a database and your inherent value to an iGaming operator if, in fact, it does unlock legalization could be very high?

Andrew Pascal

Yes. I mean I think the truth of it is we've got a fairly significant footprint of players across -- throughout the U.S. Independent of the active MAU and DAU that we have in our network today, we have a very substantial database that we can market to tens of millions of players and reactivate with new propositions, new forms of casino-style games, whether it's iGaming or whether it's sweepstakes gaming or whether it's casual or more traditional social gaming. And so I do think that there's optionality for us in resolving how best to take advantage of those assets in these markets. What we hope is that some form of sweepstakes is going to survive over the course of the next few years. There will be undoubtedly more jurisdictions that fall out. I think that's likely. And there'll be some jurisdictions that, as you point out, ultimately flip to being more fully regulated with a collection of iGaming providers, which likely positions the existing iGaming providers as having some advantage. But we also think that there'll be some form of oversight and regulation and taxation potentially of the sweepstakes market or business. And that, to me, feels like a very real opportunity for most of the states where this activity is being conducted today that it can, in fact, be legitimized and it can be regulated to the degree that allows them to take advantage of the sizable active market that exists right now as opposed to going through an exercise of restricting, limiting it and then putting in place the iGaming kind of regulatory infrastructure so that the providers can then be vetted and services launched and then go through the cycle of scaling those up. So we think that maybe the short answer is that, yes, there's that optionality is available to us, and we think that there's a lot of different ways to exploit it, whether it's being direct providers within those markets or whether it's strategically partnering up with iGaming providers to those markets or leveraging our content and providing it to the participants in those markets. That's a big part of the traditional sweepstakes business today. A lot of the game content, most of it is provided by these third-party slot content providers and producers. And so as part of our building our own sweepstakes solution, we've built our own RGS platform that allows us to remotely serve our slot content into our game for our benefit which should also have a gross margin benefit. But at some point in the future, we retain the option of making that same content available to any of the other providers that are in the market. So I hope I answered your question. I think that there's a lot of opportunity for us to exploit our assets in these markets as we get clear as to how they shake out.

Operator

Our next question comes from the line of Martin Yang with Oppenheimer & Company.

Martin Yang

I want to ask about your D2C effort. It seems to be consistently improving. Anything you could call out this quarter regarding what is driving that sequential growth and whether or not you have implemented maybe new channels, new partners to continue to improve your D2C revenue percentage?

Andrew Pascal

Yes. Thank you, Martin. Well, I think, first of all, the most fundamental thing is that we're merchandising it far more effectively within our apps. And so with the more relaxed policies, it allows us to do that. So it's easier for our players to launch the off-platform store and transact and then get back into the game in their cycle of play. So reducing that friction and improving the monetization has been the primary driver of the growth that we're enjoying, and it's continuing to improve, which is great to see. With that said, there's a number of additional things that we're doing to more effectively merchandise, promote, tailor-specific offers that should drive even more exposure and participation in the kind of off-platform store. So we hope that this trend will continue and account for an ever bigger part of our overall complement of revenue.

Martin Yang

And then relating to gross margin, for example, this quarter, when you think about the relationship between your D2C revenue percentage and gross margin expansion, is this a somewhat linear relationship that we could expect to go on a go-forward basis? And how would a ramp-up on your sweepstake games come to affect gross margin beyond the next quarter or 2?

Andrew Pascal

I think it's a great question. I mean I maybe invite Scott to weigh in and answer. I think the short answer, I'd be curious to hear what he says is it's difficult to forecast because we are certainly expecting that the complement of our direct-to-consumer revenue to improve. We're seeing that trend continue into the fourth quarter. And then we're going to be launching things like sweepstakes which inherently is a web-based solution and all that revenue we book ourselves. But as far as how the countervailing things that are going to happen that might affect gross margins, I don't know, I'll invite Scott to speak to that at this point and whether that's even something we can maybe answer and provide a bit more clarity around.

Scott Peterson

Yes. I mean -- thanks, Andrew. I mean, you're right. Look, we do -- we've been working the last few quarters [ and forever ] about increasing our DTC revenue. And so we're thrilled that it's coming to fruition. I'm not -- I wouldn't say it's linear. But the way -- [ Dean ], do you want to add like how we forecast it or how we...

Unknown Executive

Yes, I think it also includes some things. It's not quite -- in that sense that there's [ ad monetization ] that affects that percentage if you're just looking at the overall percentage. We do expect it to continue to drop, but not quite linearly as you might imply as well as I think as…

Andrew Pascal

Let me summarize…

Unknown Executive

Yes, go ahead.

Andrew Pascal

Let me summarize what I'm hearing, and then we can ask Martin if we'd answer this question. So the things that are going to improve margins are more direct-to-consumer revenue, the sweepstakes business as it scales and grows, assuming that the redemptions net of revenue normalize and are in line with where everybody else is, the complement of ad-based revenue that we generate relative to our past experience, those are things that should drive improved margins. So -- and those are all things that we're obviously intensely focused on scaling and growing.

Operator

And we have reached the end of the question-and-answer session. And also, this does conclude today's conference, and you may disconnect your lines at this time. We thank you for your participation.

Andrew Pascal

Thanks, everyone.

Investor releaseQuarter not tagged2025-11-02

PlayStudios Earnings: What To Look For From MYPS

StockStory
Digital casino game platform PlayStudios (NASDAQ:MYPS) will be announcing earnings results this Monday afternoon. Here’s what to look for. PlayStudios missed analysts’ revenue expectations by 2.8% last quarter, reporting revenues of $59.34 million, down 18.3% year on year. It was a mixed quarter for the company, with full-year revenue guidance beating analysts’ expectations but a miss of analysts’ daily active users estimates. It reported 2.35 million monthly active users, down 27.1% year on year. Is PlayStudios a buy or sell going into earnings? Read our full analysis here, it’s free for active Edge members. This quarter, analysts are expecting PlayStudios’s revenue to decline 16.5% year on year to $59.45 million, a further deceleration from the 6.1% decrease it recorded in the same quarter last year. Adjusted earnings are expected to come in at $0.01 per share. Analysts covering the company have generally reconfirmed their estimates over the last 30 days, suggesting they anticipate the business to stay the course heading into earnings. PlayStudios has missed Wall Street’s revenue estimates six times over the last two years. Looking at PlayStudios’s peers in the consumer discretionary segment, some have already reported their Q3 results, giving us a hint as to what we can expect. Rush Street Interactive delivered year-on-year revenue growth of 19.7%, beating analysts’ expectations by 4.3%, and Churchill Downs reported revenues up 8.7%, topping estimates by 1.2%. Rush Street Interactive traded down 6.8% following the results while Churchill Downs was up 7.5%. Read our full analysis of Rush Street Interactive’s results here and Churchill Downs’s results here. Questions about potential tariffs and corporate tax changes have caused much volatility in 2025. While some of the consumer discretionary stocks have shown solid performance in this choppy environment, the group has generally underperformed, with share prices down 5.6% on average over the last month. PlayStudios is down 2.1% during the same time and is heading into earnings with an average analyst price target of $2.88 (compared to the current share price of $0.93). Today’s young investors likely haven’t read the timeless lessons in Gorilla Game: Picking Winners In High Technology because it was written more than 20 years ago when Microsoft and Apple were first establishing their supremacy. But if we app…Read full document

Digital casino game platform PlayStudios (NASDAQ:MYPS) will be announcing earnings results this Monday afternoon. Here’s what to look for. PlayStudios missed analysts’ revenue expectations by 2.8% last quarter, reporting revenues of $59.34 million, down 18.3% year on year. It was a mixed quarter for the company, with full-year revenue guidance beating analysts’ expectations but a miss of analysts’ daily active users estimates. It reported 2.35 million monthly active users, down 27.1% year on year. Is PlayStudios a buy or sell going into earnings? Read our full analysis here, it’s free for active Edge members. This quarter, analysts are expecting PlayStudios’s revenue to decline 16.5% year on year to $59.45 million, a further deceleration from the 6.1% decrease it recorded in the same quarter last year. Adjusted earnings are expected to come in at $0.01 per share. Analysts covering the company have generally reconfirmed their estimates over the last 30 days, suggesting they anticipate the business to stay the course heading into earnings. PlayStudios has missed Wall Street’s revenue estimates six times over the last two years. Looking at PlayStudios’s peers in the consumer discretionary segment, some have already reported their Q3 results, giving us a hint as to what we can expect. Rush Street Interactive delivered year-on-year revenue growth of 19.7%, beating analysts’ expectations by 4.3%, and Churchill Downs reported revenues up 8.7%, topping estimates by 1.2%. Rush Street Interactive traded down 6.8% following the results while Churchill Downs was up 7.5%. Read our full analysis of Rush Street Interactive’s results here and Churchill Downs’s results here. Questions about potential tariffs and corporate tax changes have caused much volatility in 2025. While some of the consumer discretionary stocks have shown solid performance in this choppy environment, the group has generally underperformed, with share prices down 5.6% on average over the last month. PlayStudios is down 2.1% during the same time and is heading into earnings with an average analyst price target of $2.88 (compared to the current share price of $0.93). Today’s young investors likely haven’t read the timeless lessons in Gorilla Game: Picking Winners In High Technology because it was written more than 20 years ago when Microsoft and Apple were first establishing their supremacy. But if we apply the same principles, then enterprise software stocks leveraging their own generative AI capabilities may well be the Gorillas of the future. So, in that spirit, we are excited to present our Special Free Report on a profitable, fast-growing enterprise software stock that is already riding the automation wave and looking to catch the generative AI next. StockStory is growing and hiring equity analyst and marketing roles. Are you a 0 to 1 builder passionate about the markets and AI? See the open roles here.

Investor releaseQuarter not tagged2025-10-31

Earnings To Watch: PLAYSTUDIOS Inc (MYPS) Reports Q3 2025 Result

GuruFocus.com

This article first appeared on GuruFocus. PLAYSTUDIOS Inc (NASDAQ:MYPS) is set to release its Q3 2025 earnings on Nov 3, 2025. The consensus estimate for Q3 2025 revenue is $58.77 million, and the earnings are expected to come in at -$0.02 per share. The full year 2025's revenue is expected to be $246.97 million, and the earnings are expected to be -$0.08 per share. More detailed estimate data can be found on the Forecast page. Warning! GuruFocus has detected 3 Warning Sign with MYPS. Is MYPS fairly valued? Test your thesis with our free DCF calculator. Over the past 90 days, revenue estimates for PLAYSTUDIOS Inc (NASDAQ:MYPS) have declined from $254.41 million to $246.97 million for the full year 2025, and from $256.67 million to $245.59 million for 2026. Similarly, earnings estimates have declined from -$0.04 per share to -$0.08 per share for the full year 2025, and from -$0.01 per share to -$0.05 per share for 2026. In the previous quarter of 2025-06-30, PLAYSTUDIOS Inc's (NASDAQ:MYPS) actual revenue was $59.34 million, which missed analysts' revenue expectations of $61.63 million by -3.72%. PLAYSTUDIOS Inc's (NASDAQ:MYPS) actual earnings were -$0.02 per share, which missed analysts' earnings expectations of -$0.01 per share by -53.85%. After releasing the results, PLAYSTUDIOS Inc (NASDAQ:MYPS) was down by -1.82% in one day. Based on the one-year price targets offered by 4 analysts, the average target price for PLAYSTUDIOS Inc (NASDAQ:MYPS) is $2.88, with a high estimate of $5.00 and a low estimate of $1.50. The average target implies an upside of 205.85% from the current price of $0.94. Based on GuruFocus estimates, the estimated GF Value for PLAYSTUDIOS Inc (NASDAQ:MYPS) in one year is $2.05, suggesting an upside of 118.09% from the current price of $0.94. Based on the consensus recommendation from 5 brokerage firms, PLAYSTUDIOS Inc's (NASDAQ:MYPS) average brokerage recommendation is currently 2.4, indicating an "Outperform" status. The rating scale ranges from 1 to 5, where 1 signifies Strong Buy, and 5 denotes Sell.

Investor releaseQuarter not tagged2025-10-25

PLAYSTUDIOS to Release Third Quarter 2025 Results on November 3rd

Business Wire

LAS VEGAS, October 24, 2025--(BUSINESS WIRE)--PLAYSTUDIOS, Inc. (Nasdaq: MYPS) ("PLAYSTUDIOS" or the "Company"), the creator of the playAWARDS loyalty platform and an award-winning developer and publisher of free-to-play mobile and social games, today announced that it will release its third quarter 2025 results after the close of the market on Monday, November 3, 2025. The Company will host a conference call and audio webcast on Monday, November 3, 2025 at 5:00 pm Eastern Time to discuss the results. To listen to the audio webcast and live Q&A, please visit the PLAYSTUDIOS investor relations website at ir.playstudios.com. Interested parties may also access the call by dialing (866) 405-1203 or (201) 689-8432. An audio replay will be available on the PLAYSTUDIOS investor relations website shortly after the call. About PLAYSTUDIOS PLAYSTUDIOS, Inc. (Nasdaq: MYPS), creator of the groundbreaking playAWARDS loyalty platform, is a publisher and developer of award-winning mobile games, including the iconic Tetris® mobile app, Solitaire, Spider Solitaire, and Sudoku, and its casino-style games such as myVEGAS Slots, myVEGAS Blackjack, myVEGAS Bingo, POP! Slots, MGM Slots Live, and myKONAMI Slots. The playAWARDS loyalty platform enables players to earn real-world rewards from a global collection of hospitality, entertainment, and leisure brands. playAWARDS partners include MGM Resorts International, Wolfgang Puck, Norwegian Cruise Line, Resorts World, IHG Hotels & Resorts, Bowlero, Gray Line Tours, and Hippodrome Casino among others. Founded by a team of veteran gaming, hospitality, and technology entrepreneurs, PLAYSTUDIOS apps combine the best elements of popular casual games with compelling real-world benefits. To learn more about PLAYSTUDIOS, visit www.playstudios.com. View source version on businesswire.com: https://www.businesswire.com/news/home/20251024047432/en/ Contacts PLAYSTUDIOS CONTACTS Investor Relations [email protected] Media Relations [email protected] On the web www.playstudios.com

As of 2026-08-15 • Updated weeklySource: Earnings sourceIngestion runbook