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Companies · PLTK

PLTK Reported this cycle

Playtika

Herzliya Pituach, Israel Founded 2010 Video Games

AI-generated · informational only · not investment advice · verify before relying.

Latest analysis

Updated Nov 5, 2026

Playtika Q3 2026: Record EBITDA on disciplined portfolio management; guidance reaffirmed at midpoint.

Playtika delivered $673.8M revenue (flat YoY) and record $252.1M adjusted EBITDA (37.4% margin) in Q3 2026, driven by a shift toward higher-lifetime-value player acquisition and profitability of the SuperPlay acquisition. The company pulled back marketing spend in the second half as planned, improving margins from 16.8% in Q1 to 37.4% in Q3. Legacy titles showed divergent trends: June's Journey grew 12.1% YoY on improved monetization, Slotomania stabilized near flat after prior decline, while Bingo Blitz fell 18.2% YoY due to strategic exit from short-retention acquisition channels. Management reaffirmed full-year revenue guidance ($2.75B–$2.85B) and adjusted EBITDA guidance ($750M–$790M), now expecting to land at midpoint, citing stronger visibility after Q3 performance. Cash generation remains robust at ~$288M free cash flow through nine months, with full-year expectation above $400M.

Tone: bullish

Revenue

$2.8B

PLTK 10-K · FY 2025

Employees

3,175

Revenue (prior FY)

$2.5B

Founded

2010

Profile

PLTK 10-K Item 1 · Feb 26, 2026

Playtika is a leading mobile games operator that develops, acquires, and operates a portfolio of free-to-play games, monetizing through in-game virtual item sales. The company applies proprietary live operations technology and data analytics across its studios to drive player engagement, conversion, and long-term retention. Its portfolio spans social casino and casual game genres, with growth driven primarily through acquisitions and live operations leverage.

Read filing description ↓

We are one of the world's leading operators of mobile games creating fun, innovative experiences that entertain and engage our users. We have built best-in-class live game operations services and a proprietary technology platform to support our portfolio of games which enable us to drive strong user engagement and monetization. Our games are free-to-play, and we are experts in providing novel, curated in-game content and offers to our users, at optimal points in their game journeys. Our players love our games because they are fun, creative, engaging, and kept fresh through a release of new features that are customized for different player segments. As a result, we have retained paying users over long periods of time. We have primarily grown our game portfolio through acquisitions. In certain acquisitions, we seek to enhance the scale and profitability of those games by leveraging our live operations services. By leveraging these operations, our game studios can dedicate a greater portion of their time to creating innovative content, features, and experiences for players. In other acquisitions, studios operate largely independently of these centralized functions, at least initially. We have a powerful combination of scale and free cash flow. In the year ended December 31, 2025, we generated $2,755.4 million in revenues, net loss of $206.4 million and $753.2 million in Adjusted EBITDA, representing a net loss margin of 7.5%, and an Adjusted EBITDA margin of 27.3%. We were founded in Israel in 2010 and on January 15, 2021, we became a publicly traded company with our common stock traded on the Nasdaq Global Select Market under the ticker symbol 'PLTK.'

Primary products

  • Bingo Blitz
  • Slotomania
  • Caesars Slots
  • Dice Dreams
  • Disney Solitaire
  • Domino Dreams

End markets

Mobile gaming Social casino gaming Casual gaming

Geographies

Israel United States Austria Finland Germany Netherlands Poland Romania Ukraine United Kingdom

Named competitors

Tencent Holdings Activision Blizzard (Microsoft) Electronic Arts Zynga (Take-Two Interactive) SciPlay (Light & Wonder) Product Madness (Aristocrat) Moon Active Scopely (Savvy Games)
“We believe these factors, among other things, enable us to compete effectively in the market. Our industry and the markets for our games, however, are highly competitive, rapidly evolving, fragmented and subject to changing technology, shifting needs and frequent introductions of new games, development platforms and services.” Competitive position, as stated in the filing

The rest of PLTK is for subscribers

Analysis, signals, diligence answers, M&A activity and every quote, each citing the filing it came from.

SeventhBiz analysis 6 signals 9 diligence answers 1 M&A transactions SWOT