All In Futuretech Alliance Inc (AGAE) Quarterly and Annual Segment Results by Country and Region - CSIMarket
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All In Futuretech Alliance Inc  (NASDAQ: AGAE)
    Sector  Services    Industry Movies and Entertainment
   Industry Movies and Entertainment
   Sector  Services

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Description of All In Futuretech Alliance Inc's Business Segments


Allied Esports Entertainment Inc. operates primarily in the esports and gaming entertainment industry, providing a range of segments, products, and services designed to engage both gamers and audiences. Heres a detailed overview of its offerings:

Segments

1. Esports Infrastructure and Venues:
- Gaming Arenas: Allied Esports owns and operates various gaming arenas specifically designed for esports competitions. These venues are equipped with advanced gaming technology, staging, and audience facilities to host large-scale events.
- Mobile Esports Trucks: The company utilizes mobile esports trucks that can be deployed to different locations, allowing for versatile event hosting. These trucks are outfitted with high-end gaming equipment and offer a unique venue experience.

2. Event Production:
- Tournaments: Allied Esports organizes professional gaming tournaments and championships that attract both participants and spectators. These events can range from local competitions to global tournaments featuring major brands and significant cash prizes.
- Broadcasting Services: The company provides live streaming and broadcasting of esports events, reaching global audiences through platforms like Twitch and YouTube. This includes production services to enhance viewer engagement with commentary, graphics, and interactive elements.

3. Content Creation:
- Original Programming: Allied Esports develops original content related to gaming and esports, which may include shows, documentaries, and series that cover different aspects of the esports world.
- Community Engagement: The company focuses on creating content that engages the gaming community, producing videos, articles, and social media content to interact with fans and participants.

4. Brand Partnerships and Sponsorships:
- Corporate Sponsorships: Allied Esports collaborates with brands looking to tap into the esports demographic through sponsorship deals. This includes advertising during events, branded tournaments, and promotional partnerships that enhance brand visibility within the gaming community.
- Activations: The company runs various brand activation events that showcase partner products and services, providing interactive experiences at tournaments and gaming expos.

Products and Services

1. Tournament Management Software:
- Allied Esports offers software solutions designed for tournament organization, which helps streamline registration, bracket management, and player communications. This technology aids both the company and third-party organizers in running efficient and professional esports events.

2. Merchandising:
- The companys ventures often include merchandising opportunities, where branded apparel, gaming accessories, and memorabilia related to specific tournaments or esports teams can be purchased by fans.

3. Player and Team Representations:
- Allied Esports may assist in the management and representation of professional gaming teams and players, providing marketing, sponsorship acquisition, and career development support.

4. Customized Event Experiences:
- Tailored event experiences can be created for brands or private clients, including bespoke tournaments or gaming exhibitions that fit specific themes or promotional goals.

5. Gaming Platforms and Accessibility Features:
- Engaging with various gaming platforms to provide users with access to games, including potential collaborations with gaming companies for exclusive content or experiences.

6. Community Engagement Initiatives:
- Programs aimed at fostering community involvement in esports, including workshops, educational sessions, and grassroots tournament organizations to support amateur players and local gaming communities.

In summary, Allied Esports Entertainment Inc. encompasses a wide array of segments focused on nurturing the esports ecosystem. Through its venues, event production, content creation, partnerships, and diverse service offerings, the company strives to elevate the gaming experience for participants and audiences alike. Its innovative approach positions it as a key player in the rapidly evolving esports landscape.


Composition of All In Futuretech Alliance Inc Revenues by Segments

 
Casual Mobile Gaming    71.63 % of total Revenue
Corporate    3.29 % of total Revenue
Esports    149.44 % of total Revenue
Event Revenue    62.58 % of total Revenue
Reportable Business Segments    224.44 % of total Revenue
Inperson    149.44 % of total Revenue
Sponsorship Revenue    70.51 % of total Revenue
Food and Beverage Revenue    8.01 % of total Revenue
Ticket and Gaming    7.29 % of total Revenue
Merchandising    1.04 % of total Revenue
Casual Mobile Gaming Revenue    75 % of total Revenue
Ticket and Gaming Revenue    7.29 % of total Revenue
Merchandising Revenue    1.04 % of total Revenue
Casual Mobile Games    75 % of total Revenue
US    152.8 % of total Revenue
CN    71.63 % of total Revenue

Q2 three months ended (Jun 30 2026)
Revenues by Business Segments Revenues
(in millions $)
%
(of total Revenues)
Casual Mobile Gaming 0.89 71.63 %
Corporate 0.04 3.29 %
Esports 1.87 149.44 %
Event Revenue 0.78 62.58 %
Reportable Business Segments 2.80 224.44 %
Inperson 1.87 149.44 %
Sponsorship Revenue 0.88 70.51 %
Food and Beverage Revenue 0.10 8.01 %
Ticket and Gaming 0.09 7.29 %
Merchandising 0.01 1.04 %
Casual Mobile Gaming Revenue 0.94 75 %
Ticket and Gaming Revenue 0.09 7.29 %
Merchandising Revenue 0.01 1.04 %
Casual Mobile Games 0.94 75 %
US 1.91 152.8 %
CN 0.89 71.63 %
Total 1.25 100 %




Q2 three months ended (Jun 30 2026)
Revenue Growth rates by Segment Y/Y Revenue
%
Q/Q Revenue
%
Casual Mobile Gaming - -
Corporate - -
Esports - -
Event Revenue - -
Reportable Business Segments - -
Inperson - -
Sponsorship Revenue - -
Food and Beverage Revenue - -
Ticket and Gaming - -
Merchandising - -
Casual Mobile Gaming Revenue - -
Ticket and Gaming Revenue - -
Merchandising Revenue - -
Casual Mobile Games - -
US - -
CN - -
Total - -




Q2 three months ended (Jun 30 2026)
Income by Business Segments Income
(in millions $)
%
(Profit Margin)
Casual Mobile Gaming -4.16 -
Concerts -0.55 -
Corporate -4.25 -
Esports 3.18 170.4 %
Reportable Business Segments -5.79 -
Total -1.94 -




Q2 three months ended (Jun 30 2026)
Income Growth rates by Segment Y/Y Income
%
Q/Q Income
%
Casual Mobile Gaming - -
Concerts - -
Corporate - -
Esports - -
Reportable Business Segments - -
Total - -




Annual Report on All In Futuretech Alliance Inc Divisions, Sales by Country

 
Casual Mobile Gaming   Casual Mobile Gaming Segment contribution to total sales 38.03 % of total Revenue
Multiplatform Content   Multiplatform Content Segment contribution to total sales 0 % of total Revenue
Multiplatform Revenue   Multiplatform Revenue Segment contribution to total sales 0 % of total Revenue
In-person revenue   In-person revenue Segment contribution to total sales 61.96 % of total Revenue
Event revenue In-person revenue   Event revenue In-person revenue Segment contribution to total sales 31.44 % of total Revenue
Sponsorship revenue In-person revenue   Sponsorship revenue In-person revenue Segment contribution to total sales 23.39 % of total Revenue
Food and beverage revenue In-person revenue   Food and beverage revenue In-person revenue Segment contribution to total sales 2.79 % of total Revenue
Ticket and gaming revenue In-person revenue   Ticket and gaming revenue In-person revenue Segment contribution to total sales 3.83 % of total Revenue
Merchandising revenue In-person revenue   Merchandising revenue In-person revenue Segment contribution to total sales 0.51 % of total Revenue
Distribution revenue Multiplatform Revenue   Distribution revenue Multiplatform Revenue Segment contribution to total sales 0 % of total Revenue
Revenues Recognized at a Point in Time   Revenues Recognized at a Point in Time Segment contribution to total sales 45.17 % of total Revenue
Revenues Recognized at a Point in Time Ticket and gaming revenue   Revenues Recognized at a Point in Time Ticket and gaming revenue Segment contribution to total sales 3.83 % of total Revenue
Revenues Recognized at a Point in Time Food and beverage revenue   Revenues Recognized at a Point in Time Food and beverage revenue Segment contribution to total sales 2.79 % of total Revenue
Revenues Recognized at a Point in Time Merchandising revenue   Revenues Recognized at a Point in Time Merchandising revenue Segment contribution to total sales 0.51 % of total Revenue
Revenues Recognized at a Point in Time Casual mobile games   Revenues Recognized at a Point in Time Casual mobile games Segment contribution to total sales 38.03 % of total Revenue
Revenues Recognized at a Point in Time Distribution revenue   Revenues Recognized at a Point in Time Distribution revenue Segment contribution to total sales 0 % of total Revenue
Revenues Recognized Over a Period of Time   Revenues Recognized Over a Period of Time Segment contribution to total sales 54.83 % of total Revenue
Revenues Recognized Over a Period of Time Event revenue   Revenues Recognized Over a Period of Time Event revenue Segment contribution to total sales 31.44 % of total Revenue
Revenues Recognized Over a Period of Time Sponsorship revenue   Revenues Recognized Over a Period of Time Sponsorship revenue Segment contribution to total sales 23.39 % of total Revenue
In-person   In-person Segment contribution to total sales 61.96 % of total Revenue
E-sports   E-sports Segment contribution to total sales 61.97 % of total Revenue
E-sports In-person   E-sports In-person Segment contribution to total sales 61.96 % of total Revenue
E-sports Multiplatform Content   E-sports Multiplatform Content Segment contribution to total sales 0 % of total Revenue
Causal Mobile Gaming   Causal Mobile Gaming Segment contribution to total sales 38.03 % of total Revenue
Causal Mobile Gaming Casual Mobile Gaming   Causal Mobile Gaming Casual Mobile Gaming Segment contribution to total sales 38.03 % of total Revenue
United States   United States Segment contribution to total sales 61.97 % of total Revenue
China   China Segment contribution to total sales 38.03 % of total Revenue


Twelve months ended 2025
AGAE s Annual Revenue by Geography and Business Segments Sales
(in millions $)
%
(of total Sales)
Casual Mobile Gaming 3.03 38.03 %
Multiplatform Content 0.00 0 %
Multiplatform Revenue 0.00 0 %
Total 7.98 100 %
In-person revenue 4.94 61.96 %
Event revenue In-person revenue 2.51 31.44 %
Sponsorship revenue In-person revenue 1.87 23.39 %
Food and beverage revenue In-person revenue 0.22 2.79 %
Ticket and gaming revenue In-person revenue 0.31 3.83 %
Merchandising revenue In-person revenue 0.04 0.51 %
Distribution revenue Multiplatform Revenue 0.00 0 %
Revenues Recognized at a Point in Time 3.60 45.17 %
Revenues Recognized at a Point in Time Ticket and gaming revenue 0.31 3.83 %
Revenues Recognized at a Point in Time Food and beverage revenue 0.22 2.79 %
Revenues Recognized at a Point in Time Merchandising revenue 0.04 0.51 %
Revenues Recognized at a Point in Time Casual mobile games 3.03 38.03 %
Revenues Recognized at a Point in Time Distribution revenue 0.00 0 %
Revenues Recognized Over a Period of Time 4.37 54.83 %
Revenues Recognized Over a Period of Time Event revenue 2.51 31.44 %
Revenues Recognized Over a Period of Time Sponsorship revenue 1.87 23.39 %
In-person 4.94 61.96 %
E-sports 4.94 61.97 %
E-sports In-person 4.94 61.96 %
E-sports Multiplatform Content 0.00 0 %
Causal Mobile Gaming 3.03 38.03 %
Causal Mobile Gaming Casual Mobile Gaming 3.03 38.03 %
United States 4.94 61.97 %
China 3.03 38.03 %


Twelve months ended 2025
AGAE s Annual Income by Country and Business Segments Income
(in millions $)
%
(Profit Margin)
Total -34.62 -

Twelve months ended 2025
Annual Revenue and Income Growth by Country and Business Segments % Y/Y Sales Growth % Y/Y Income Growth
Casual Mobile Gaming -31.21 % -
Multiplatform Content -39.29 % -
Multiplatform Revenue -39.29 % -
In-person revenue 5.83 % -
Event revenue In-person revenue 20.43 % -
Sponsorship revenue In-person revenue 1.45 % -
Food and beverage revenue In-person revenue -18.04 % -
Ticket and gaming revenue In-person revenue -26.32 % -
Merchandising revenue In-person revenue -34.66 % -
Distribution revenue Multiplatform Revenue -39.29 % -
Revenues Recognized at a Point in Time -30.16 % -
Revenues Recognized at a Point in Time Ticket and gaming revenue -26.32 % -
Revenues Recognized at a Point in Time Food and beverage revenue -18.04 % -
Revenues Recognized at a Point in Time Merchandising revenue -34.66 % -
Revenues Recognized at a Point in Time Casual mobile games -31.21 % -
Revenues Recognized at a Point in Time Distribution revenue -39.29 % -
Revenues Recognized Over a Period of Time 11.53 % -
Revenues Recognized Over a Period of Time Event revenue 20.43 % -
Revenues Recognized Over a Period of Time Sponsorship revenue 1.45 % -
In-person 5.83 % -
E-sports 5.82 % -
E-sports In-person 5.83 % -
E-sports Multiplatform Content -39.29 % -
Causal Mobile Gaming -31.21 % -
Causal Mobile Gaming Casual Mobile Gaming -31.21 % -
United States 5.82 % -
China -31.21 % -



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