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Blue Hat Interactive Entertainment Technology (NASD:BHAT) Seasonal Chart

BHAT Relative to the S&P 500
BHAT Relative to the S&P 500

BHAT Relative to the Sector
BHAT Relative to the Sector

Monthly Seasonal Blue Hat Interactive Entertainment Technology (NASD:BHAT)

Seasonal Chart Analysis

Analysis of the Blue Hat Interactive Entertainment Technology (NASD:BHAT) seasonal charts above shows that a Buy Date of February 28 and a Sell Date of July 2 has resulted in a geometric average return of 19.17% above the benchmark rate of the S&P 500 Total Return Index over the past 5 years. This seasonal timeframe has shown positive results compared to the benchmark in 4 of those periods. This is a very good rate of success and the return strongly outperforms the relative buy-and-hold performance of the stock over the past 5 years by an average of 87.09% per year.

The seasonal timeframe is Inline with the period of seasonal strength for the Industrials sector, which runs from October 29 to May 10. The seasonal chart for the broad sector is available via the following link: Industrials Sector Seasonal Chart.

A word of caution: Only 5 years of data is available for shares of BHAT, perhaps insufficient to create a seasonal profile that accurately gauges the seasonal tendencies influencing the investment. Ideally, while 20 years is preferred, at least 10 years of data is required to perform a seasonal analysis that is considered to be reliable for future seasonal periods.

Blue Hat Interactive Entertainment Technology is a producer, developer, and operator of augmented reality (AR) interactive entertainment games and toys in China, including interactive educational materials, mobile games, and toys with mobile game features. The company’s products include AR Racer, AR Crazy Bug, AR 3D Magic Box, AR Dinosaur, Talking Tom and Friends Bouncing Bubble, and Immersive Education Classes. The company reports in the following segments: Interactive toys – animation series, Interactive toys – game series, and Mobile games, Information services, and Communication services, out of which the majority of the revenue is generated from the game series. The majority of its revenues are generated in China.

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