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Naavik
The acquisition aimed to reach a $2 billion annual mobile revenue target by 2024. However, the integration has struggled to meet these expectations.
Electronic Arts’ $2.1 billion acquisition of Glu Mobile is analyzed as a strategic failure, highlighting the challenges of integrating mobile-focused studios into a large-scale gaming organization. The primary objective of the acquisition was to bolster Electronic Arts’ mobile division and reach a $2 billion annual revenue target by 2024. However, the integration has struggled to meet these expectations, with mobile revenue growth falling significantly behind schedule and the performance of key Glu titles declining in the year following the deal.
Several factors contributed to the underperformance, most notably the departure of Glu’s top leadership, including its CEO and COO, shortly after the acquisition. This loss of institutional knowledge and strategic guidance exacerbated existing difficulties within Electronic Arts’ mobile division, which has historically struggled with internal structure and studio support. Furthermore, the company underestimated the negative impact of Apple’s Identifier for Advertisers (IDFA) changes, which hampered user acquisition efficiency and profitability across Glu’s portfolio.
While the acquisition aimed to leverage Electronic Arts’ global distribution and licensing capabilities to scale Glu’s titles, the results have been mixed. Although download counts for Glu’s games increased, the company failed to effectively monetize this growth. The analysis concludes that Electronic Arts overpaid for the asset and failed to create the necessary infrastructure to nurture the studio. To improve future mobile performance, the company must prioritize internal support, refine its acquisition strategy, and better align its operational processes to ensure that acquired studios can successfully scale their live services.
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Naavik · 2026
Mobilegamer.biz · 2026