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Ziff Davis ZD Gaming & Entertainment — Advertising and marketing related expenses

Other segment segments

Health & Wellness
$10.46M+15.9%
Technology & Shopping
$9.85M-20.0%
Cybersecurity & Martech
$4.31M-9.6%

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$45.75M+13.9%
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$5.7M-13.6%
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$2.57M-14.5%
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$11M+57.1%

Other financials

Income statement

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Revenue$267.6M-1.9%
Gross profit$223.3M-3.9%
Operating income$2.9M-79.7%
Net income$22.3M-8.2%
EPS (diluted)$0.59+3.5%

Balance sheet

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Cash & equivalents$519.7M+26.2%
Total debt$867.1M+0.3%
Total equity$1.7B-5.5%
Total assets$3.4B-3.5%

Cash flow

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Operating cash flow$30.0M+45.3%
CapEx$33.1M+29.3%
Free cash flow-$3.2M+36.6%

Valuation

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Market cap$1.77B-1.6%
Enterprise value$2.12B-6.3%
P/E39.1×+15.6×
P/S1.3×0.0×

Profitability

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Gross margin85.3%-0.3pp
Operating margin10.9%+4.1pp
Net margin3.3%-2.4pp
FCF margin20.8%+3.8pp

Returns & leverage

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Return on equity2.6%-1.6pp
Debt / equity0.5×0.0×
Current ratio1.7×+0.1×

Where this comes from

Reported directly by Ziff Davis in its filing.

Tagged under the XBRL concept us-gaap:MarketingAndAdvertisingExpense.

The official record: Ziff Davis’s 10-Q, filed May 8, 2026, on SEC EDGAR. View the filing →

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Questions, answered.

What is Ziff Davis's gaming & entertainment — advertising and marketing related expenses?
Ziff Davis (ZD) reported gaming & entertainment — advertising and marketing related expenses of $2.11M in Q1 2026.
How has Ziff Davis's gaming & entertainment — advertising and marketing related expenses changed year-over-year?
Ziff Davis's gaming & entertainment — advertising and marketing related expenses increased by 2.1% year-over-year, from $2.07M to $2.11M.
What is the long-term trend for Ziff Davis's gaming & entertainment — advertising and marketing related expenses?
Over 3 years (2022 to 2025), Ziff Davis's gaming & entertainment — advertising and marketing related expenses has grown at a 8.0% compound annual growth rate (CAGR), from $10.63M to $13.37M.
What does gaming & entertainment — advertising and marketing related expenses mean?
Represents the expenditures incurred to promote the Gaming and Entertainment segment's brands, acquire new users, and retain existing audiences. This metric is critical for evaluating the segment's customer acquisition strategy and its effectiveness in driving top-line growth.