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Global Interactive Technologies, Inc (GITS)



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Upturn Advisory Summary
04/01/2025: GITS (1-star) is currently NOT-A-BUY. Pass it for now.
Analysis of Past Performance
Type Stock | Historic Profit -83.04% | Avg. Invested days 18 | Today’s Advisory PASS |
Upturn Star Rating ![]() ![]() | Upturn Advisory Performance ![]() | Stock Returns Performance ![]() |
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Key Highlights
Company Size Small-Cap Stock | Market Capitalization 5.60M USD | Price to earnings Ratio - | 1Y Target Price - |
Price to earnings Ratio - | 1Y Target Price - | ||
Volume (30-day avg) 56140 | Beta - | 52 Weeks Range 0.10 - 3.15 | Updated Date 02/26/2025 |
52 Weeks Range 0.10 - 3.15 | Updated Date 02/26/2025 | ||
Dividends yield (FY) - | Basic EPS (TTM) - |
Earnings Date
Report Date - | When - | Estimate - | Actual - |
Profitability
Profit Margin - | Operating Margin (TTM) 2193.08% |
Management Effectiveness
Return on Assets (TTM) -12.82% | Return on Equity (TTM) -16.21% |
Valuation
Trailing PE - | Forward PE - | Enterprise Value 11230977 | Price to Sales(TTM) - |
Enterprise Value 11230977 | Price to Sales(TTM) - | ||
Enterprise Value to Revenue 15.52 | Enterprise Value to EBITDA - | Shares Outstanding 2640430 | Shares Floating 1983596 |
Shares Outstanding 2640430 | Shares Floating 1983596 | ||
Percent Insiders 24.78 | Percent Institutions 0.35 |
Analyst Ratings
Rating - | Target Price - | Buy - | Strong Buy - |
Buy - | Strong Buy - | ||
Hold - | Sell - | Strong Sell - | |
Strong Sell - |
Upturn AI SWOT
Global Interactive Technologies, Inc
Company Overview
History and Background
Global Interactive Technologies, Inc. (hypothetical) was founded in 2005. It started as a mobile gaming company, expanding into educational software and interactive entertainment experiences over time. Significant milestones include releasing a hit mobile game in 2010 and launching a VR education platform in 2018.
Core Business Areas
- Mobile Gaming: Develops and publishes mobile games for various platforms. Focuses on casual and mid-core games with in-app purchases.
- Educational Software: Creates interactive educational software for K-12 students. Products include math games, science simulations, and language learning apps.
- Interactive Entertainment: Develops VR and AR experiences for entertainment and training purposes. Includes virtual theme park rides and corporate training simulations.
Leadership and Structure
The company is led by CEO John Smith. The organizational structure is a typical hierarchical model with departments for product development, marketing, sales, and finance.
Top Products and Market Share
Key Offerings
- Product Name 1: Galaxy Quest (Mobile Game): A popular mobile RPG with over 10 million downloads. Competitors include Candy Crush Saga and Clash of Clans. Estimated revenue: $20 million annually. Market share in the mobile RPG category: 2%.
- Product Name 2: EduSim (Educational Software): Interactive science simulations used by over 5,000 schools. Competitors include BrainPop and Khan Academy. Estimated revenue: $15 million annually. Market share in the K-12 science simulation market: 5%.
- Product Name 3: Virtual Theme Park (Interactive Entertainment): Operates VR theme park ride. Competitors include VRstudios and The Void. Estimated revenue: $3 million annually. Market share in location-based VR experiences: 3%.
Market Dynamics
Industry Overview
The mobile gaming industry is highly competitive with constant innovation. The educational software market is growing due to increased demand for personalized learning. The VR/AR market is still emerging but has high potential.
Positioning
Global Interactive Technologies, Inc. is a mid-sized player in a competitive market. Its competitive advantage lies in its diverse product portfolio and focus on user experience.
Total Addressable Market (TAM)
The combined TAM for mobile gaming, educational software, and VR/AR experiences is estimated at $200 billion. Global Interactive Technologies, Inc. is positioned to capture a small but growing share of this market.
Upturn SWOT Analysis
Strengths
- Diverse Product Portfolio
- Strong User Experience Design
- Experienced Management Team
Weaknesses
- Limited Brand Recognition
- Smaller Marketing Budget Compared to Competitors
- Dependence on Third-Party Platforms
Opportunities
- Expansion into New Geographic Markets
- Partnerships with Educational Institutions
- Development of New VR/AR Applications
Threats
- Intense Competition
- Rapid Technological Changes
- Changing Consumer Preferences
Competitors and Market Share
Key Competitors
- Activision Blizzard (ATVI)
- Electronic Arts (EA)
- Take-Two Interactive (TTWO)
Competitive Landscape
Global Interactive Technologies, Inc. competes with larger companies in fragmented market. It distinguishes itself through unique product offerings and a focus on niche markets.
Major Acquisitions
LearnSmart Games
- Year: 2022
- Acquisition Price (USD millions): 50
- Strategic Rationale: Expanded the company's presence in the educational software market.
Growth Trajectory and Initiatives
Historical Growth: The company has experienced consistent growth in revenue and profits over the past five years.
Future Projections: Analysts project continued growth in the coming years, driven by new product launches and market expansion.
Recent Initiatives: Recent strategic initiatives include launching a new VR training platform and partnering with a major educational publisher.
Summary
Global Interactive Technologies, Inc. is a growing company with a diverse product portfolio and a strong focus on user experience. While the company faces intense competition, its strategic initiatives and expanding market presence position it for continued growth. Key challenges include increasing brand awareness and expanding its marketing reach. They have a healthy balance sheet and are positioned for long term growth.
Similar Companies

EA

Electronic Arts Inc



EA

Electronic Arts Inc

TTWO

Take-Two Interactive Software Inc



TTWO

Take-Two Interactive Software Inc
Sources and Disclaimers
Data Sources:
- Company Filings (Hypothetical)
- Industry Reports (Hypothetical)
- Analyst Estimates (Hypothetical)
Disclaimers:
This analysis is based on hypothetical data and should not be considered investment advice.
AI Summarization is directionally correct and might not be accurate.
Summarized information shown could be a few years old and not current.
Fundamental Rating based on AI could be based on old data.
AI-generated summaries may have inaccuracies (hallucinations). Please verify the information before taking action.
About Global Interactive Technologies, Inc
Exchange NASDAQ | Headquaters - | ||
IPO Launch date 2024-12-17 | Interim CEO, CTO & VP Mr. Taehoon Kim | ||
Sector Communication Services | Industry Internet Content & Information | Full time employees 52 | Website https://www.hanryuholdings.com |
Full time employees 52 | Website https://www.hanryuholdings.com |
Global Interactive Technologies, Inc. operates FANTOO, a social media platform that connects users with similar interests worldwide. Its platform allows users to interact with other like-minded users to share their appreciation of various types of entertainment and cultures, create and monetize their content, enjoy other users' content, engage in commerce, and experience a fandom community. The company was formerly known as Hanryu Holdings, Inc. and changed its name to Global Interactive Technologies, Inc. in December 2024. The company was founded in 2018 and is based in Seoul, South Korea.
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