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Mobile Global Esports earnings and revenue breakdown
Latest: Q2 2026 · 10-Q filed Oct 14, 2026
Mobile Global Esports made $16K in Q2 2026. Operating margin n/m, net loss $526K. See where every dollar goes — costs, profit and cash — as a Sankey from the 10-Q filed Oct 14, 2026.
Drawing the Sankey…
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What changed this quarter
Revenue was $16K in Q2 2026, up 146% from the previous quarter.
Operating costs exceeded revenue by $848K, an operating margin of -5454.1%. The quarter ended with a net loss of $526K, narrower than the previous quarter's $774K loss. Non-operating items added $322K, -61% of pre-tax earnings, so the bottom line overstates operating performance.
Operating cash flow was −$353K. Non-cash charges added back $89K of depreciation and amortization and $254K of share-based compensation. Working capital and other items used $170K.
Quarterly history
| Quarter | Form | Filed | Revenue | Y/Y | Op. margin | Net earnings | Op. cash flow |
|---|---|---|---|---|---|---|---|
| Q2 2026 | 10-Q | Oct 14, 2026 | $16K | — | n/m | −$526K | −$353K |
| Q1 2026 | 10-Q | May 15, 2026 | $6K | +304% | n/m | −$774K | −$328K |
| Q4 2025 | 10-K | Mar 31, 2026 | $4K | -85% | n/m | −$481K | −$262K |
| Q1 2025 | 10-Q | May 20, 2025 | $2K | — | n/m | −$384K | −$228K |
| Q4 2024 | 10-K | Mar 31, 2025 | $24K | — | n/m | −$609K | −$356K |
Charts
Interactive views
The same charts as the app — open one to draw it.
💵Where each $1 goesinteractive
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🌏Named in Asian annual reportsinteractive
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🏭Its industry’s money flow (input-output)interactive
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About Mobile Global Esports
We are a technology and intellectual-property-driven gaming and digital entertainment company developing proprietary platforms that deliver skill-based, data-supported, and highly personalized interactive experiences. The Company’s focus is on creating curated engagement products that blend fantasy sports frameworks, predictive modeling, gamification mechanics, and behavioral personalization to drive user participation through direct team ownership across underserved and emerging segments of the sports entertainment marketplace. Mobile Global Esports Inc’s (“MGAM” or “MOGO Inc.”) current strategy emphasizes the development and commercialization of technology assets, data-driven scoring engines, mobile-first user interfaces, and proprietary behavioral-logic systems designed to support next-generation fantasy formats.
In its own words, from its 10-K, filed Mar 31, 2026.
Mobile Global Esports against its Services-Amusement & Recreation Services peers
The largest companies of the same SEC industry, each at its latest quarter.
| Company | Quarter | Revenue | Y/Y | Op. margin |
|---|---|---|---|---|
| Mobile Global Esports | Q2 2026 | $16K | — | n/m |
| LYV Live Nation Entertainment | Q3 2026 | $10.1B | +19% | 8.8% |
| WMG Warner Music Group | Q3 FY26 | $1.9B | +10% | 16.4% |
| TKO TKO Group Holdings | Q3 2026 | $1.4B | +22% | 27.8% |
| FUN Six Flags Entertainment | Q3 2026 | $1.2B | -11% | -25.6% |
| ACEL Accel Entertainment | Q3 2026 | $364M | +10% | 7.9% |
| BATRA Atlanta Braves Holdings | Q3 2026 | $325M | +4% | 2.7% |
| LUCK Lucky Strike Entertainment | Q1 FY27 | $303M | +4% | 9.3% |
| SPHR Sphere Entertainment | Q3 2026 | $274M | +4% | -87.7% |
Source: Mobile Global Esports 10-Q on SEC EDGAR · CIK 1886362 · Services-Amusement & Recreation Services