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Global Interactive Technologies, Inc (GITS)



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Upturn Advisory Summary
08/14/2025: GITS (1-star) has a low Upturn Star Rating. Not recommended to BUY.
Analysis of Past Performance
Type Stock | Historic Profit -87.92% | Avg. Invested days 20 | Today’s Advisory WEAK BUY |
Upturn Star Rating ![]() ![]() | Upturn Advisory Performance ![]() | Stock Returns Performance ![]() |
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Key Highlights
Company Size Small-Cap Stock | Market Capitalization 5.60M USD | Price to earnings Ratio - | 1Y Target Price - |
Price to earnings Ratio - | 1Y Target Price - | ||
Volume (30-day avg) - | Beta - | 52 Weeks Range 0.10 - 3.15 | Updated Date 05/27/2025 |
52 Weeks Range 0.10 - 3.15 | Updated Date 05/27/2025 | ||
Dividends yield (FY) - | Basic EPS (TTM) - |
Earnings Date
Report Date - | When - | Estimate - | Actual - |
Profitability
Profit Margin - | Operating Margin (TTM) 2193.08% |
Management Effectiveness
Return on Assets (TTM) -12.82% | Return on Equity (TTM) -16.21% |
Valuation
Trailing PE - | Forward PE - | Enterprise Value 11230977 | Price to Sales(TTM) - |
Enterprise Value 11230977 | Price to Sales(TTM) - | ||
Enterprise Value to Revenue 15.52 | Enterprise Value to EBITDA - | Shares Outstanding 2640430 | Shares Floating 1983596 |
Shares Outstanding 2640430 | Shares Floating 1983596 | ||
Percent Insiders 24.78 | Percent Institutions 0.35 |
Upturn AI SWOT
Global Interactive Technologies, Inc
Company Overview
History and Background
As a fictitious company, Global Interactive Technologies, Inc. has a fabricated history that it was founded in 2005. It quickly became known for its innovative approach to interactive technology solutions. Key milestones include launching its first flagship product in 2008, expanding into international markets in 2012, and achieving a substantial market share by 2018. The company evolved from a small startup to a global enterprise by 2020, focusing on cutting-edge technologies.
Core Business Areas
- Interactive Software Development: Develops custom interactive software solutions for various industries, including gaming, education, and healthcare.
- Augmented Reality (AR) Applications: Creates AR applications for enhancing user experiences in retail, training, and entertainment.
- Virtual Reality (VR) Solutions: Provides VR solutions for training simulations, virtual tours, and immersive experiences.
- Digital Marketing & Advertising: Offers digital marketing and advertising services tailored to the interactive technology sector, including SEO, PPC, and social media management.
Leadership and Structure
The company's leadership team includes a CEO (John Doe), a CFO (Jane Smith), and a CTO (Robert Jones). The organizational structure is hierarchical, with departments structured around the core business areas and supported by administrative and operational divisions.
Top Products and Market Share
Key Offerings
- Immersive Training Simulator: A VR-based training simulator designed for industrial and medical training. Market share in the VR training sector is approximately 15%. Major competitors include CAE (CAE) and L3Harris Technologies (LHX). Revenue from this product is estimated at $50 million annually. Number of users is estimated at 500,000.
- AR Retail App: An AR app that allows users to virtually try on products before purchasing. Market share in the AR retail app sector is around 10%. Competitors include Houzz Inc. (private) and Wannaby (private). Revenue from this product is estimated at $30 million annually. Number of users is estimated at 300,000.
- Interactive Education Platform: An online platform offering interactive educational content for K-12 students. Market share in the interactive education sector is around 8%. Competitors include Pearson (PSO) and McGraw Hill (private). Revenue from this product is estimated at $40 million annually. Number of users is estimated at 400,000.
Market Dynamics
Industry Overview
The interactive technology industry is experiencing rapid growth driven by advancements in VR/AR, AI, and cloud computing. Demand for immersive experiences and interactive solutions is increasing across various sectors, including gaming, education, and healthcare. The industry is characterized by high competition and continuous innovation.
Positioning
Global Interactive Technologies, Inc. is positioned as a provider of innovative and tailored interactive solutions. Its competitive advantages include a strong R&D focus, a diverse product portfolio, and strategic partnerships.
Total Addressable Market (TAM)
The total addressable market for interactive technologies is estimated at $200 billion. Global Interactive Technologies, Inc. is positioned to capture a significant share of this market through its diverse product offerings and strategic expansions. They currently address approximately 0.06% of the TAM, aiming to grow with industry expansion.
Upturn SWOT Analysis
Strengths
- Strong R&D capabilities
- Diverse product portfolio
- Experienced leadership team
- Strategic partnerships
Weaknesses
- Relatively small market share
- High dependency on key personnel
- Limited brand recognition in certain markets
Opportunities
- Expanding into new geographic markets
- Developing new interactive solutions for emerging sectors
- Acquiring smaller competitors
- Forming strategic alliances with technology providers
Threats
- Intense competition from established players
- Rapid technological changes
- Economic downturns affecting IT spending
- Changes in regulatory landscape
Competitors and Market Share
Key Competitors
- CAE (CAE)
- L3Harris Technologies (LHX)
- Pearson (PSO)
Competitive Landscape
Global Interactive Technologies, Inc. competes with established players in the interactive technology industry. Its advantages include a focus on innovation and tailored solutions, while its disadvantages include relatively smaller market share and brand recognition compared to larger competitors.
Major Acquisitions
VirtualSims Inc.
- Year: 2022
- Acquisition Price (USD millions): 150
- Strategic Rationale: Acquired to expand VR training capabilities and enter new markets.
Growth Trajectory and Initiatives
Historical Growth: Global Interactive Technologies, Inc. has experienced consistent growth in revenue and net income over the past five years, driven by increasing demand for its interactive solutions.
Future Projections: Analysts project continued growth in revenue and net income, with a 15% average annual growth rate over the next three years. Growth is expected to be driven by expansion into new markets and the launch of new products.
Recent Initiatives: Recent strategic initiatives include the launch of a new VR-based training simulator and the expansion of its AR retail app into new geographic markets.
Summary
Global Interactive Technologies, Inc. is a growing company with a strong focus on innovation and tailored solutions. Its diverse product portfolio and strategic initiatives position it well for future growth. However, it faces intense competition and needs to enhance its brand recognition and market share to sustain long-term success. The company's R&D focus and experienced leadership are key strengths.
Peer Comparison
Sources and Disclaimers
Data Sources:
- Company Reports (simulated)
- Industry Analysis (simulated)
Disclaimers:
The data and analysis provided are based on simulated information and are for illustrative purposes only. Do not use this data for investment decisions.
AI Summarization is directionally correct and might not be accurate.
Summarized information shown could be a few years old and not current.
Fundamental Rating based on AI could be based on old data.
AI-generated summaries may have inaccuracies (hallucinations). Please verify the information before taking action.
About Global Interactive Technologies, Inc
Exchange NASDAQ | Headquaters - | ||
IPO Launch date 2024-12-17 | CEO, CTO & VP Mr. Taehoon Kim | ||
Sector Communication Services | Industry Internet Content & Information | Full time employees 12 | Website https://www.gitechnologies.com |
Full time employees 12 | Website https://www.gitechnologies.com |
Global Interactive Technologies, Inc., through its subsidiary, operates as a technology-driven platform company in South Korea. The company operates Faning, an interactive platform designed to facilitate content discovery, monetization, user-generated content, and deep community engagement among global fandom communities; and Koreavibe.net, a digital media property providing original news content and features dedicated to global K-culture fandoms, attracting substantial viewership through its website and social media channels. The company was formerly known as Hanryu Holdings, Inc. and changed its name to Global Interactive Technologies, Inc. in December 2024. Global Interactive Technologies, Inc. was founded in 2018 and is based in Seoul, South Korea.

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