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Dave & Buster's Entertainment PLAY Entertainment — Total revenues

Other product segments

Entertainment revenues
$345.1M-5.9%
Food and beverage revenues
$214.1M+6.5%
Food and non-alcoholic beverages
$148.6M+8.1%
Alcoholic beverages
$65.5M+3.0%
Other
$5.6M-25.3%

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Other financials

Income statement

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Revenue$559.2M-1.5%
Gross profit$479.4M-1.3%
Operating income$46.9M-25.8%
Net income$5.7M-73.7%
EPS (diluted)$0.16-74.2%

Balance sheet

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Cash & equivalents$19.6M+64.7%
Total debt$3.2B-1.0%
Total equity$99.6M-32.2%
Total assets$4.1B+1.7%

Cash flow

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Operating cash flow$113.8M+18.8%
CapEx$105.3M-31.9%
Free cash flow$8.5M+114%

Valuation

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Market cap$393.11M-65.3%
Enterprise value$3.55B-18.0%
P/S0.2×-0.4×

Profitability

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Gross margin85.8%+0.4pp
Operating margin6.8%-5.3pp
Net margin-3.1%-4.9pp
FCF margin-9.3%

Returns & leverage

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Return on equity-52.5%-70.1pp
Debt / equity31.9×+10.1×
Current ratio0.3×0.0×

Where this comes from

Reported directly by Dave & Buster's Entertainment in its filing.

Tagged under the XBRL concept us-gaap:RevenueFromContractWithCustomerExcludingAssessedTax.

The official record: Dave & Buster's Entertainment’s 10-Q, filed June 15, 2026, on SEC EDGAR. View the filing →

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Questions, answered.

What is Dave & Buster's Entertainment's entertainment — total revenues?
Dave & Buster's Entertainment (PLAY) reported entertainment — total revenues of $339.5M in Q1 2026.
How has Dave & Buster's Entertainment's entertainment — total revenues changed year-over-year?
Dave & Buster's Entertainment's entertainment — total revenues decreased by 5.5% year-over-year, from $359.1M to $339.5M.
What is the long-term trend for Dave & Buster's Entertainment's entertainment — total revenues?
Over 4 years (2021 to 2025), Dave & Buster's Entertainment's entertainment — total revenues has grown at a 10.7% compound annual growth rate (CAGR), from $862M to $1.3B.
What does entertainment — total revenues mean?
This metric represents the total gross revenue generated specifically from the amusement and gaming operations within the company's entertainment venues. It captures the income derived from game play credits, interactive attractions, and virtual reality experiences provided to customers. Monitoring this figure is essential for assessing the core appeal of the company's gaming offerings and the effectiveness of its entertainment-focused business model.