Updated Jun 1, 2026 by InvestGame
Report
Published by InvestGame, GDev
• Gamification has become a buzzword: gaming mechanics (streaks, progression systems, leaderboards) now drive consumer app engagement and monetization—proven in Duolingo, Noom, Strava—yet limited coverage exists • Our 5-year period transaction analysis of $20.7B across 208 transactions reveals capital deployment patterns, exit opportunities , and strategic buyer activity across three verticals: EdTech, Fitness & Wellness, and Entertainment & Social TOTAL DEAL ACTIVITY ...
#15¹ FEATURE BY FEATURE BY GDEV Y Beyond the Game: How Gamification is Becoming Mainstream RncL invest
2 FEATURE BY GDEV • Gamification has become a buzzword: gaming mechanics (streaks, progression systems, leaderboards) now drive consumer app engagement and monetization—proven in Duolingo, Noom, Strava—yet limited coverage exists • Our 5-year period transaction analysis of $20.7B across 208 transactions reveals capital deployment patterns, exit opportunities , and strategic buyer activity across three verticals: EdTech, Fitness & Wellness, and Entertainment & Social TOTAL DEAL ACTIVITY EDTECH (~40% deal value) 2020 – 2025 YTD BUSUU DYJu s codecademy The Learning App INVESTMENTS (VC, PE & CVC) $9.0B 159 Kahoot DEAL VALUE # OF DEALS FITNESS & WELLNESS (~37% deal value) EXITS (M&A and IPO) AVIRON cult.fit 2. FIGHT fitbil headspace $11.7B 49 CAMP DEAL VALUE # OF DEALS NOON STRAVA yu life ZWIFT METHODOLOGY ENTERTAINMENT & SOCIAL (~23% deal value) Analysis covers B2C consumer-focused non-gaming apps with explicit gamified features (e.g., streaks, XP, DASHVERSE eloelo leaderboards, progress bars, rewards loops) loops) ROAR Disclaimer: This is InvestGame's first-ever analysis of the gamified B2C apps sector. We welcome corrections, additional
3 FEATURE BY GDEV • Non-gaming apps for the first time have surpassed mobile games in net revenue in Q2'25 (21.2B vs. 19.8B), being the major driv er of mobile spend growth at 24% YoY, while games stagnated • The structural shift in mobile apps underscores our analysis: understanding where institutional capital flows and which verticals attract strategic buyers in this converging landscape WORLDWIDE CONSUMER NET IN-APP PURCHASE SPEND ON MOBILE ($B) 25,0% 27,5% 28,2% 24,2% 24,1% 3,1% 0,5% 0,0% -2,5% 0,5% 21,2 19,7 19,9 19,1 19,7 19,5 19,8 19,8 18,1 17,0 Q2'24 Q3'24 Q4'24 Q1'25 Q2'25 Apps * Games Apps' YoY Growth, % Games' YoY Growth, % Note: (*) “Apps” includes non-gaming apps from Sensor Tower’s analysis
> **[Chart page]** This page contains visual data — view in PDF for the best experience. 4 FEATURE BY GDEV • Investment in gamified consumer apps peaked during the 2020-21 COVID boom, similar to overall consumer software cycles (including games) • However, unlike game developers/publishers, gamified apps recovered quickly: modest 2022 -23 correction followed by 2024 stabiliz ation – 2025 YTD already exceeds full-year 2024, showing consistent momentum • Strong activity in both seed and late-stage deals, with late-stage accelerating in 2025, following strong Series A activity a couple of years back PRIVATE CAPITAL RAISED BY ROUND TYPE ($M) NUMBER OF INVESTMENTS BY ROUND TYPE 5 897 30 28 1 719 25 21 828 20 17 5,769 1,677 710 275 15 8 10 12 10 10 149 127 220 4 6 4 8 112 57 45 60 5 7 6 2 2 26 61 80 24 2 17 24 43 41 - 2 2020 2021 2022 2023 2024 2025 YTD 2020 2021 2022 2023 2024 2025 YTD Pre-seed & Seed Series A Late-stage Pre-Seed & Seed Series A Late-stage
> **[Chart page]** This page contains visual data — view in PDF for the best experience. 5 FEATURE BY GDEV • EdTech leads by deal volume (43% of total), validating gamified learning as a scalable and sustainable model. Investment is h ighly concentrated in a few flagship companies, but momentum persists, as recent late-stage deals show ongoing institutional interest • Fitness & Wellness translated gamification into daily, sticky habits. The segment is less concentrated, with substantial capital spread across a broader array of platforms and sub-verticals, highlighting opportunity beyond top brands • Entertainment & Social sees steady, diversified investment – smaller check sizes signal early-stage category experimentation PRIVATE CAPITAL RAISED BY SEGMENT ($M) NUMBER OF INVESTMENTS BY SEGMENT 5 897 2 000 20 18 1,265 1 500 1,698 15 14 16 1 719 1 000 751 828 10 10 9 10 9 6 9 500 320 2,934 256 5 8 7 5 6 648 46 149 127 275 3 4 5 5 526 45 74 67 - 65 167 0 2020 2021 2022 2023 2024 2025 YTD 2020 2021 2022 2023 2024 2025 YTD EdTech Entertainment Fitness & Wellness EdTech Entertainment Fitness & Wellness
> **[Chart page]** This page contains visual data — view in PDF for the best experience. 6 FEATURE BY GDEV • EdTech dominates exits: 45% of deals volume and 34% of value – signals segment maturity with strategic buyers consolidating the sector; B2C gamification is now essential vs. optional • Fitness & Wellness: almost all segment’s exit value concentrated in two mega -deals (Headspace 3B, Fitbit 2.1B) – remaining exits are small/mid-cap opportunities • Entertainment & Social: $2.5B exits favor IPO path (Reddit, NetEase Cloud Music) over M&A – signaling limited strategic buyer appetite M&A & IPO DEALS VALUE BY SEGMENT ($M) NUMBER OF M&A & IPO DEALS BY SEGMENT 2 500 7 820 14 2 000 5,116 12 10 5 1 500 2 793 108 1 3 7 8 1 000 796 1,022 1,063 6 4 2 1 6 270 4 4 4 2 500 525 1,682 187 1,700 2 5 6 5 2 2 39 37 1 3 2 - 147 - 1 2020 2021 2022 2023 2024 2025 YTD 2020 2021 2022 2023 2024 2025 YTD EdTech Entertainment Fitness & Wellness EduTech Entertainment Fitness & Wellness
The interim filing presents the fourth‑quarter 2025 financial results for a midcore‑casual gaming group, emphasizing a record‑setting revenue run and the successful execution of a transformation agenda that includes the integration of the Plarium acquisition and the rollout of a new district structure in early 2026. Revenue reached SEK 3,123 million, reflecting 108 % organic growth year‑on‑year and a 25 % increase on a constant‑currency basis, while adjusted EBITDA rose to SEK 717 million, delivering a 23 % margin that matches the full‑year figure. Unlevered free cash flow amounted to SEK 878 million, with a cash‑conversion rate of 66 % and a leverage ratio of five times EBITDA, underscoring robust liquidity and disciplined capital management. User‑acquisition spending accelerated, representing 38 % of quarterly revenue—up from 37 % in the prior quarter—and grew 76 % on a reported basis, driven by heightened investment in original studios, new casual titles, and the racing franchise. The direct‑to‑consumer channel expanded by 600 basis points to 32 % of total revenue, reflecting a strategic shift toward higher‑margin in‑app purchases. Across the fiscal year, the company posted a 9 % organic revenue increase, with word‑games, racing, and RAID franchises delivering the strongest quarter‑end performance. Operating cash flow for the quarter stood at SEK 840 million, while adjusted net income was SEK 1,390 million, translating to an adjusted EPS of SEK 11.33. The financial outcomes exceed guidance and position the firm to meet its medium‑term outlook, with a pre‑IPO study for PlaySimple concluded and the midcore transformation progressing as planned.
UBISOFT REPORTS FIRST-HALF 2025-26 EARNINGS FIGURES Tencent transaction on track to close in the coming days all conditions precedent have been satisfied Q2 Net Bookings above expectations First half 2025-26: Net bookings of €772.4 million, up +20.3% YoY Reported change In % of total net In €m vs.
This report is provided for general information and discussion purposes only and is intended solely for subscribers. It does not constitute a financial promotion, investment advice, or a recommendation to engage in any investment activity. The content reflects the views of the authors at the time of publication and may be subject to change without notice.
LOS ANGELES | SAN FRANCISCO | NEW YORK | LONDON | PARIS | MUNICH | BERLIN | DUBAI PROVEN TRACK RECORD IN GAMING M&A AND GROWTH FINANCING ADVISORY PROVEN TRACK RECORD IN GAMING M&A AND GROWTH FINANCING ADVISORY MICHAEL METZGER JULIAN RIEDLBAUER Linkedin - Free social media icons MOHIT PAREEK Linkedin - Free social media icons MICHAEL METZGER JULIAN RIEDLBAUER ...