Compare JILL & INSE Stocks: Price Trends, ML Decisions, Charts, Trends, Technical Analysis and more.
Current Price
Current Price
| Metric | JILL | INSE |
|---|---|---|
| Founded | 1959 | 2002 |
| Country | United States | United States |
| Employees | N/A | N/A |
| Industry | Clothing/Shoe/Accessory Stores | Computer Software: Prepackaged Software |
| Sector | Consumer Discretionary | Technology |
| Exchange | Nasdaq | Nasdaq |
| Market Cap | 225.8M | 187.3M |
| IPO Year | 2017 | 2014 |
| Metric | JILL | INSE |
|---|---|---|
| Price | $11.00 | $6.74 |
| Analyst Decision | Buy | Strong Buy |
| Analyst Count | 4 | 4 |
| Target Price | ★ $17.00 | $13.25 |
| AVG Volume (30 Days) | 108.0K | ★ 172.4K |
| Earning Date | 03-31-2026 | 05-07-2026 |
| Dividend Yield | ★ 2.79% | N/A |
| EPS Growth | ★ N/A | N/A |
| EPS | ★ 1.82 | N/A |
| Revenue | ★ $596,549,000.00 | $199,800,000.00 |
| Revenue This Year | $4.78 | N/A |
| Revenue Next Year | $1.81 | $4.26 |
| P/E Ratio | $6.30 | ★ N/A |
| Revenue Growth | N/A | ★ 30.25 |
| 52 Week Low | $10.41 | $6.11 |
| 52 Week High | $18.80 | $9.95 |
| Indicator | JILL | INSE |
|---|---|---|
| Relative Strength Index (RSI) | 21.69 | 41.07 |
| Support Level | N/A | $6.11 |
| Resistance Level | $16.46 | $9.69 |
| Average True Range (ATR) | 0.76 | 0.38 |
| MACD | -0.45 | 0.08 |
| Stochastic Oscillator | 11.63 | 40.33 |
J.Jill Inc is a national lifestyle brand that provides apparel, footwear, and accessories. The company's products are marketed under the J.Jill brand name and sold through its two channels: its e-commerce platform and catalog (Direct) and its retail stores (Retail). Revenue is derived from the sale of apparel and accessory merchandise through the company's Retail and Direct channels, which include website and catalog phone orders. Revenue also includes shipping and handling fees collected from customers.
Inspired Entertainment Inc is a gaming technology company, supplying content, platform and other products and services to licensed online and land-based lottery, betting and gaming operators of various countries through a range of distribution channels, on a business-to-business basis. The company provides digital gaming solutions (i) on its own proprietary and secure network, which accommodates a wide range of devices, including land-based gaming machine terminals, mobile devices and online computer applications, and (ii) through third party networks. It operates in four business segments: Gaming, Virtual Sports, Interactive and Leisure. The majority of revenue is derived from the Leisure Segment, which includes the supply of the gaming and amusement machines.