Square Enix (OTCMKTS:SQNXF) Downgraded to “Hold” at Zacks Investment Research

Zacks Investment Research cut shares of Square Enix (OTCMKTS:SQNXF) from a strong-buy rating to a hold rating in a research note issued to investors on Wednesday morning, Zacks.com reports.

According to Zacks, “Square Enix Holdings Co., Ltd. engages in the provision of entertainment contents and services. It operating segments consists of Digital Entertainment, Amusement, Publication and Merchandising. Digital Entertainment segment handles the design, development, sale, license sale and operation of digital entertainment contents. Amusement segment provides the design, development, manufacture, sale, and rental of amusement equipment as well as conducts the planning, development and distribution of arcade game machines. Publishing segment provides comic magazines, comics and game related printed books including game strategy books are published by the square enix group. Merchandising segment includes the planning, production, distribution and licensing of derivative products related to the groups original intellectual property as well as third-party IPs. Square Enix Holdings Co., Ltd. is headquartered in Tokyo, Japan. “

Shares of OTCMKTS:SQNXF opened at $47.65 on Wednesday. The company has a market cap of $5.77 billion, a PE ratio of 26.47 and a beta of 0.86. Square Enix has a 52 week low of $25.08 and a 52 week high of $48.31. The firm has a 50 day simple moving average of $42.13 and a 200 day simple moving average of $36.13.

Square Enix (OTCMKTS:SQNXF) last released its quarterly earnings data on Tuesday, August 6th. The company reported $0.31 earnings per share for the quarter. The company had revenue of $485.24 million during the quarter. As a group, sell-side analysts predict that Square Enix will post 1.83 EPS for the current year.

Square Enix Company Profile

Square Enix Holdings Co, Ltd. operates in the content and service businesses in Japan, North America, Europe, and rest of Asia. It operates through four segments: Digital Entertainment, Amusement, Publication, and Merchandising. The Digital Entertainment segment plans, develops, distributes, and operates digital entertainment content primarily in the form of games.

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