GURUFOCUS.COM » STOCK LIST » Communication Services » Interactive Media » Virtual Interactive Technologies Corp (OTCPK:VRVR) » Definitions » 3-Year Book Growth Rate

Virtual Interactive Technologies (Virtual Interactive Technologies) 3-Year Book Growth Rate : -24.50% (As of Sep. 2023)


View and export this data going back to 2014. Start your Free Trial

What is Virtual Interactive Technologies 3-Year Book Growth Rate?

Virtual Interactive Technologies's Book Value per Share for the quarter that ended in Sep. 2023 was $-0.19.

During the past 12 months, Virtual Interactive Technologies's average Book Value per Share Growth Rate was -285.10% per year. During the past 3 years, the average Book Value per Share Growth Rate was -24.50% per year. Please click Growth Rate Calculation Example (GuruFocus) to see how GuruFocus calculates Wal-Mart Stores Inc (WMT)'s revenue growth rate. You can apply the same method to get the average Book Value per Share growth rate.

During the past 12 years, the highest 3-Year average Book Value per Share Growth Rate of Virtual Interactive Technologies was 52.10% per year. The lowest was -253.00% per year. And the median was -8.60% per year.


Competitive Comparison of Virtual Interactive Technologies's 3-Year Book Growth Rate

For the Electronic Gaming & Multimedia subindustry, Virtual Interactive Technologies's 3-Year Book Growth Rate, along with its competitors' market caps and 3-Year Book Growth Rate data, can be viewed below:

* Competitive companies are chosen from companies within the same industry, with headquarter located in same country, with closest market capitalization; x-axis shows the market cap, and y-axis shows the term value; the bigger the dot, the larger the market cap. Note that "N/A" values will not show up in the chart.


Virtual Interactive Technologies's 3-Year Book Growth Rate Distribution in the Interactive Media Industry

For the Interactive Media industry and Communication Services sector, Virtual Interactive Technologies's 3-Year Book Growth Rate distribution charts can be found below:

* The bar in red indicates where Virtual Interactive Technologies's 3-Year Book Growth Rate falls into.



Virtual Interactive Technologies 3-Year Book Growth Rate Calculation

This is the 3-year average growth rate of Book Value per Share. The growth rate is calculated using exponential compounding based on the latest four year annual data.

Please click Growth Rate Calculation Example (GuruFocus) to see how GuruFocus calculates Wal-Mart Stores Inc (WMT)'s revenue growth rate. You can apply the same method to get the average Book Value per Share growth rate.


Virtual Interactive Technologies  (OTCPK:VRVR) 3-Year Book Growth Rate Explanation

Book Value per Share is the ratio of equity available to common shareholders divided by the shares outstanding. Book value per share effectively indicates a firm's net asset value on a per-share basis. It can be used by investors to gauge whether a stock price is undervalued by comparing it to the firm's market value per share. Theoretically, it is what the shareholders will receive if the company is liquidated.


Virtual Interactive Technologies 3-Year Book Growth Rate Related Terms

Thank you for viewing the detailed overview of Virtual Interactive Technologies's 3-Year Book Growth Rate provided by GuruFocus.com. Please click on the following links to see related term pages.


Virtual Interactive Technologies (Virtual Interactive Technologies) Business Description

Traded in Other Exchanges
N/A
Address
600 17th Street, Suite 2800 South, Denver, CO, USA, 80202
Virtual Interactive Technologies Corp offers expertise in developing solutions, publishing, and marketing video game products and is actively involved in the early stages of Virtual Reality/Augmented Reality game development. The revenue is generated from the royalty interest in five games, Carmageddon Max Damage, Carmageddon Crashers, Catch and Release, Interplanetary: Enhanced Edition, and Worbital. These games are distributed world-wide on various gaming platforms including Sony PlayStation, Xbox, Steam, and Oculus among others.