GITSNasdaqServices-Computer Programming, Data Processing, Etc.US GAAP · USD

Global Interactive Technologies, Inc.

Global Interactive Technologies, Inc. is a U.S.-based technology platform company built around FANING, a fandom-focused digital ecosystem for Korean culture communities. The platform combines content discovery, user-generated commerce, advertising, and creator monetization to connect global fans with K-culture media, merchandise, and interactive services.

Revenue0.0m USD
Operating profit (EBIT)-2.4m USD
−174.5 %y/y
EBIT margin-126,232.9%
Net income-4.6m USD
+24.9 %y/y

Fiscal year 2025 · change from previous year

Development 2022–2025

-6-4-202m USD2022: 0.43 m USD2022: EBIT -5.4 m USD20222023: 0.79 m USD2023: EBIT -2.0 m USD20232024: EBIT -0.89 m USD20242025: 0.00 m USD2025: EBIT -2.4 m USD20250.00-2.4
RevenueOperating profit (EBIT)

Business

Share of revenue
Platform advertising and branded content30 %

Banner, splash, pop-up, in-platform promotions, and branded content sold on FANING.

Digital content sales and licensing20 %

Original FANING-produced web series and other content sold to users or licensed to distributors.

User-to-user marketplace commissions20 %

Commissions from sales of creator content, digital goods, and fandom-related items.

Retail commerce and Fanshop15 %

Sale of fandom merchandise, goods, and concert tickets through the platform.

Marketing and media services15 %

Flyers, events, giveaways, ad videos, and news content sold through subsidiaries.

Customers

The company serves global fans of Korean culture, especially users who consume content, interact socially, and buy fandom-related goods on FANING. It also sells to advertisers, distributors, and third-party media outlets that want access to the platform’s audience or content. Creator sellers and users who monetize emojis, stickers, webtoons, fan art, and other digital goods are also an important customer group.

Global K-culture fans

Users who join FANING to discover content, interact with communities, and buy fandom goods.

Advertisers and brand partners

Companies purchasing ad placements, branded content, and promotional campaigns to reach fandom audiences.

Creators and user sellers

Users selling emojis, stickers, web novels, webtoons, fan art, and other digital goods on the platform.

Content distributors and media outlets

Third parties licensing original content or buying news agency content for distribution.

Retail and event buyers

Customers purchasing merchandise, concert tickets, and other fandom-related goods through Fanshop.

Strategy

The company is trying to turn FANING into an all-in-one monetization platform for K-culture fandoms, with revenue from content, commerce, advertising, and creator transactions. Management is also restructuring the business, cutting costs, and raising capital to support the platform launch and reach operating scale. The near-term focus is on converting user growth into steadier revenue streams starting in 2025.

Platform monetizationShort term

Revenue depends on converting user engagement into advertising, content, and commerce income.

Business restructuring and cost controlShort term

The company needs lower operating costs and a stronger capital structure to continue as a going concern.

Global fandom expansionMedium term

A larger international user base improves monetization potential and reduces reliance on a single market.

Geography

The company says the majority of its revenue comes from customers in Korea, while its platform is positioned for global fandom communities across 119 countries. It reports in U.S. dollars, but its operating exposure is heavily tied to the Korean won because Faning Korea is a key subsidiary and many costs and revenues are KRW-denominated. This creates translation and transaction risk when the USD moves against KRW and other currencies.

Risks

The company faces going-concern and liquidity risk because it has ongoing losses, a working capital deficiency, and depends on new financing. Its business model is also exposed to execution risk: many revenue streams are still being launched or scaled, so monetization may not ramp as planned. Currency volatility, platform adoption risk, and dependence on Korean fandom demand add further uncertainty.

Sorted by severity
Going concern and liquidity shortfallCritical

Management disclosed substantial doubt about the ability to continue without additional funding.

ExposureCash burnOperating lossesWorking capital deficiency
Foreign exchange volatilityHigh

Revenue and costs are spread across currencies, especially KRW, while reporting is in USD.

Exposure: KRW/USD movements can distort reported results and margins

Platform monetization executionHigh

Several revenue streams are new or only expected to become steady in 2025.

ExposureAdvertisingRetailMarketing servicesAgency revenue
User growth and retention riskHigh

The model depends on active users, creators, and fandom engagement to generate transactions.

Exposure: FANING platform adoption and engagement levels

Accounting

Judgemental items
Discontinued operations

Divested subsidiaries must be separated from continuing operations, affecting trend analysis.

Impact: Revenue and expense comparability across periods

Going concern and recoverability

Liquidity stress requires management to assess whether assets and obligations remain recoverable.

Impact: May affect valuation allowances, impairments, and disclosure

Revenue recognition for platform services

Advertising, content sales, commissions, and escrow transactions may require different recognition methods.

Impact: Can change timing and gross/net presentation of revenue

Intangible asset impairment

Platform development assets may need impairment if monetization or user growth disappoints.

Impact: Potential non-cash write-downs

Publicly listed companies with a comparable business focus.

Last updated: 24/09/2026