ESE Entertainment Inc.

ESE Entertainment Inc.

ESE.V
ESE Entertainment Inc.CA flagToronto Stock Exchange Ventures
0.06
CAD
+0.01
- -
5.72MMarket Cap
ESE Entertainment Inc.
ESE.V
(Toronto Stock Exchange Ventures)

Recent

price

0.06

P/E

ratio

- -

div

yld

- -

ROIC.AI

2019
2020
2021
2022
2023
2024
TTM
FRC
- -
0.01
0.25
0.48
0.05
0.04
0.06
Revenue per Share
- -
-0.14
-0.38
-0.46
-0.09
-0.08
-0.07
Basic EPS, GAAP
- -
-0.07
-0.1
-0.03
-0.02
-0.03
-0.01
Free Cash Flow per Basic Share
- -
- -
- -
- -
- -
- -
- -
Dividend per Share
- -
- -
0.16
-0.1
-0.06
-0.07
-0.08
Book Value per Share
- -
0.02
0.12
-0.07
0.04
-0.06
-0.06
Tangible Book Value per Share
- -
27
46
64
73
80
102
Basic Weighted Avg Shares
- -
- -
11
31
4
3
6
Sales/Revenue/Turnover
- -
-565.53
-129.38
-55.41
-219.38
-200.48
-97.86
Operating Margin (%)
- -
- -
- -
- -
- -
- -
- -
Depreciation Expense
- -
-4
-17
-29
-6
-7
-7
Net Income, GAAP
- -
- -
- -
- -
- -
- -
- -
Effective Tax Rate (%)
- -
-974.53
-151.22
-95.07
-176.12
-235.66
-118.91
Profit Margin (%)
- -
- -
5
-2
-2
-5
-7
Working Capital
- -
- -
- -
4
- -
- -
- -
LT Debt
- -
- -
14
2
3
- -
-2
Total Equity
- -
- -
- -
- -
- -
- -
- -
Return on Invested Capital (%)
- -
- -
- -
- -
- -
- -
- -
Return on Capital (%)
- -
-3,970.52
-460.96
- -
- -
- -
- -
Return on Common Equity (%)

Capital Structure

FRC

in mil. unless spec.
Oct'24
Jan'25
Apr'25
ST Debt
1
1
1
LT Borrowings
- -
- -
- -
LT Finance Leases
- -
- -
- -
Preferred Equity and Hybrid Capital
- -
- -
- -
Shares Outstanding
112
112
112
Market Capitalization
7
7
6

Working Capital

FRC

in mil. unless spec.
Oct'24
Jan'25
Apr'25
Total Current Assets
2
2
2
Cash, Cash Equivalents & STI
1
1
1
Accounts Receivable, Net
1
1
1
Inventories
- -
- -
- -
Total Current Liabilities
7
8
9
Payables & Accruals
6
6
7
ST Debt
1
1
1
Deferred Revenue
- -
- -
1

Growth Rates

FRC

in mil. unless spec.

(avg. rate of change)

10 years
5 years
1 year
Total Equity
- -
638.42%
-100.74%
Free Cash Flow
- -
- -
41.91%
Net Income, GAAP
- -
- -
5.77%
Sales/Revenue/Turnover
- -
- -
-20.95%
Total Cash Common Dividend
- -
- -
- -

Quarterly Revenue

FRC

in mil. unless spec.

Year

Q1
Q2
Q3
Q4
FY
2023
5
1
1
1
4
2024
- -
1
4
-2
3
2025
2
2
- -
- -
- -

Quarterly Earnings Per Share

FRC

in mil. unless spec.

Year

Q1
Q2
Q3
Q4
FY
2023
-0.03
-0.04
-0.02
- -
-0.09
2024
-0.01
-0.01
-0.02
- -
-0.08
2025
-0.01
-0.01
- -
- -
- -

Quarterly Dividends Per Share

FRC

in mil. unless spec.

Year

Q1
Q2
Q3
Q4
FY
2023
- -
- -
- -
- -
- -
2024
- -
- -
- -
- -
- -
2025
- -
- -
- -
- -
- -
Business
ESE Entertainment Inc. (TSXV: ESE) is a Canada-based global technology and entertainment company focused on gaming and esports, providing technology, infrastructure, and fan engagement services to video game developers, publishers, and brands internationally; operating its own e-commerce channels, esports teams, and gaming leagues; offering promotions, event execution, media production, and distribution; developing bespoke simulators and turnkey simulator packages; and delivering live production, special effects, broadcast, and event management for the gaming sector. The company operates through segments including Digital Media and Entertainment, Telecommunications and Call Center Services, and Advanced Simulation Racing Infrastructure, Technology, and Support, with key brands and assets such as GameAddik, Frenzy, Digital Motorsports, WPG, Virtual Pitstop, and K1CK; Frenzy focuses on creating and executing esports events, broadcasts, and media content, while Virtual Pitstop provides motorsport-related esports technology for gamers worldwide. Founded in 2018 by Konrad Marian Wasiela and headquartered in Vancouver, Canada, with additional operations across Europe including Poland, Ireland, and Romania, ESE Entertainment targets gaming industry clients and fans globally. In a major strategic expansion, the company completed the 100% acquisition of Bombee Americas, the North American arm of Bombee Event Production AB, in October 2024, following an initial partnership in April 2024, to enhance live event production capabilities in gaming, sports, concerts, and broader entertainment sectors as part of an ongoing acquisition roll-up strategy.