Analyzing Corporate Profitability in the Gaming Industry: An Exploratory Case Study on the Practical Application of the DCF Model

Authors

  • Songyang Zhang UWA Business School, The University of Western Australia, Perth, 6009, Australia

Keywords:

Discounted Cash Flow (DCF), Gaming industry, Firm valuation, Intangible assets, R&D capitalization, Cash flow volatility

Abstract

This study investigates whether the Discounted Cash Flow (DCF) model can accurately capture corporate profitability and intrinsic value in the gaming industry, a sector characterized by volatile revenue cycles, rapid innovation, and heavy reliance on intangible assets. Using an exploratory multiple-case study design, the research conducts case-based DCF valuations for 1–5 internationally listed gaming companies (e.g., Tencent, Electronic Arts, Nintendo, Activision Blizzard, and Ubisoft) and compares model-derived intrinsic values with observed market capitalization and accounting-based profitability indicators. The quantitative component constructs firm-level DCF models by estimating free cash flow to the firm (FCFF), determining discount rates through the weighted average cost of capital (WACC), and applying terminal value assumptions, supplemented by sensitivity analysis on key parameters. The qualitative component interprets valuation discrepancies by examining industry-specific and accounting-related factors, particularly the expensing versus capitalization of R&D, the limited recognition of internally generated intellectual property, cash flow volatility driven by product cycles, and platform dependence. The study expects to find systematic DCF biases (overvaluation or undervaluation) relative to market prices, weak alignment between DCF outputs and conventional profitability ratios, and material impacts from intangible-intensive accounting treatments. The research contributes by contextualizing DCF application in digital and creative economies and by proposing practical adjustments—such as R&D capitalization-based cash flow normalization and risk- or scenario-adjusted assumptions—to improve valuation reliability in the gaming context.

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Published

2026-03-01

How to Cite

Zhang, S. (2026). Analyzing Corporate Profitability in the Gaming Industry: An Exploratory Case Study on the Practical Application of the DCF Model. CPS Digital Library - Series of Conferences. Retrieved from https://seriesofconference.com/index.php/SCJ/article/view/143