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Report
4 pages
Is There a Shift from Content to Tech Startups Among Gaming VCs?
Content creators and publishers remain the primary focus of gaming VC, accounting for over half of all capital deployed (approximately $1.76 billion) and the majority of deal volume across all stages.
Gaming-focused VC funds, including VENTURES, BEHOLD Venture, and Lightspeed Lvp., significantly increased their activity between 2020 and H1 2024, with capital deployed rising from $1.3 billion to over $2.4 billion.
The number of VC-led funding rounds grew substantially from 67 in early 2020 to 289 by H1 2024, reflecting an overall increase in investment activity.
Market Analysis
Investment
Funding
+3
InvestGame
Report
10 pages
Europe’s Gaming Consolidators: The Magnificent Seven Post-M&A Rush
Between 2020 and 2024, seven major European gaming consolidators deployed $19 billion across over 140 deals, with mienn Easybrain Group accounting for 78 deals totaling $14.1 billion.
Aggressive inorganic growth strategies failed to deliver sustainable shareholder value, as evidenced by a market cap collapse from a $25.5 billion peak in April 2021 to approximately $5.4 billion.
Share prices for the primary acquirers corrected significantly, falling 30–70% from December 2019 levels as valuation multiples contracted from highs of 30× EV/NTM revenue.
Market Analysis
Mergers & Acquisitions
Investment
+1
InvestGame
Report
9 pages
Corporate Overhaul: Why Does CVC Play a Bigger Role Than Ever?
Corporate venture capital (CVC) has become the dominant force in gaming investment from 2020 to 2024, accounting for over half of all capital raised with $4.0 billion across 93 CVC-led deals.
Investment strategies have shifted toward co-investment models between CVCs and traditional VCs, which collectively raised $3.5 billion across 80 deals to spread risk and access high-profile startups.
Asian firms, specifically from South Korea and Japan, are the most active investors, completing 105 deals worth $1.8 billion and surpassing Western peers in total deal volume.
Market Analysis
Investment
Funding
+2
InvestGame
Report
12 pages
The Great Mobile Reversal: Why Buyers Pay Billions for What VCs Abandoned
Mobile gaming accounted for 61% of total gaming deal value (excluding ATVI) between 2020 and H1 2025, with strategic buyers and private equity firms driving nearly all deal volume in the first half of 2025.
Strategic consolidation has replaced VC-led growth, highlighted by $7 billion in mobile M&A activity across six major deals, including Af’s $12.7 billion acquisition of 2yga and Scopely’s $4.9 billion purchase of GamesGroup.
Venture capital interest has shifted heavily toward casual gaming, which now captures 65% of all deals due to its broader audience reach and faster iteration cycles.
Market Analysis
Mobile
Mergers & Acquisitions
+3
InvestGame
Report
9 pages
The Rise of the Financial Kingmakers: Private Equity’s $21B+ Bet on Gaming
Private equity firms deployed over $21 billion into the gaming sector between 2018 and mid-2025, with annual deal values consistently surpassing $1 billion.
Control acquisitions represent the primary investment strategy, accounting for approximately 60% of total capital deployed in the sector.
Content creation studios holding strong IP portfolios are the most targeted assets, securing 42 of the 68 total private equity-led deals identified.
Market Analysis
Mergers & Acquisitions
Investment
+2
InvestGame
Report
8 pages
The Take-Two Diaspora: Why Alumni Win Big in Mobile, Not AAA
Former Take-Two senior executives founded 23 startups between 2020 and 2025, securing $1.2 billion in capital across 43 deals.
Dream Games, a prominent alumni-led studio, achieved a $2.5 billion exit in July 2025, highlighting the high valuation potential of these ventures.
Alumni-led firms significantly outperform industry benchmarks, with a 60% rate of raising a second funding round within one year compared to the 20% industry average.
Market Analysis
Mobile
Investment
+2
InvestGame
Report
9 pages
Beyond the Game: How Gamification is Becoming Mainstream
Gamified non-gaming apps have surpassed mobile games in net revenue, generating $21.2 billion in Q2 2025 compared to $19.8 billion for games.
Gamified apps are driving a 24% year-over-year growth in mobile consumer spending, while traditional mobile gaming revenue has stagnated.
EdTech, Fitness & Wellness, and Entertainment & Social account for $20.7 billion in transaction value, with EdTech dominating deal volume (43%) and exit activity (45%).
Market Analysis
Monetization
Mergers & Acquisitions
+2
InvestGame
Report
62 pages
Annual Report 2024: Savvy Games Group
Savvy Games Group ranks as the eighth-largest global gaming company by net revenue and serves as the primary vehicle for Saudi Arabia’s goal to contribute $13.3 billion to GDP and create 39,000 jobs by 2030.
The organization has deployed over $12 billion in capital across nine major acquisitions since 2021 to scale its operations to nearly 4,000 employees across 22 countries.
The ESL FACEIT Group holds a 40% share of the global esports market and engages more than 225 million users through platforms like the Esports World Cup.
Market Analysis
Esports
Mergers & Acquisitions
+2
Savvy Games Group
Report
20 pages
Global Gaming Report Q1 2026
Q1 2026 saw 106 private placement deals totaling $785 million, a significant decrease from Q1 2025's $5.0 billion across 149 deals, indicating a cooling investment landscape.
Project financing is now the primary funding path for studios due to headwinds in studio equity, with dedicated User Acquisition (UA) funds emerging as a new lifeline for mid-stage mobile studios.
Key strategics to watch include PIF/Scopely, KRAFTON, NCSoft, Tencent, MTG, Take-Two, Netflix, everplay, and Keywords Studios, while Private Equity is expected to drive take-private transactions of publicly listed gaming firms.
Market Analysis
Mergers & Acquisitions
Investment
+1
Drake Star Partners
Apr 2026
Report
45 pages
Video Game Market Update: Q1 2026
The console market reached a record $21.7 billion in Q1 2026, primarily driven by the Nintendo Switch 2's first holiday season, while Sony and Microsoft experienced year-over-year revenue declines.
Mobile gaming's in-app purchase (IAP) revenue has plateaued, with Q1 2026 gross IAP revenue at $20.6 billion, while install volumes hit multi-year lows, indicating a shift towards monetization efficiency.
Mergers and Acquisitions (M&A) activity in Q1 2026 saw a high quarterly deal value of $7.7 billion across 52 deals, with mobile studios accounting for the majority of headline acquisitions.
Market Analysis
Investment
Global
+1
Aream & Co
Apr 2026
Report
19 pages
Ubisoft First-Half 2025-26 Earnings Figures
Ubisoft's H1 2025-26 net bookings reached €772.4 million, a 20.3% year-over-year increase, with Q2 net bookings exceeding expectations at €490.8 million (versus guidance of €450 million) due to strong partnerships and back-catalog performance.
The transaction with Tencent, involving a €1.16 billion investment, is on track to close soon, with all conditions precedent satisfied, which will deleverage Ubisoft by enabling early repayment of approximately €286 million in loans.
Ubisoft confirmed its FY2025-26 targets, expecting stable net bookings year-on-year, approximately break-even non-IFRS operating income, and negative free cash flow, but anticipates returning to positive non-IFRS operating income and free cash flow in FY27.
Market Analysis
Monetization
Mergers & Acquisitions
+2
Ubisoft
Report
3 pages
Consolidated Results Supplementary Information: Q2 of FYE March 2026
Akatsuki Inc. reported a 9% decline in quarterly sales to ¥7,602 million, primarily driven by a 10% YoY contraction in the core Games & Comics segment.
Net income surged 80% to ¥3,020 million, bolstered by gains from investee exits and a reduction in valuation losses on investment securities despite lower operating profit.
The launch of 'Kaiju No. 8 The Game' on 31 August 2025 generated over ¥2 billion in first-month sales, with 40% of revenue originating from overseas markets.
Market Analysis
Mergers & Acquisitions
Investment
+2
Akatsuki
Report
4 pages
Consolidated Results Supplementary Information: Q3 FY3/26
Akatsuki Inc. achieved a significant financial turnaround in Q3 FY3/26, reporting ¥6,581 million in group-wide sales (up 79% YoY) and an operating profit of ¥1,338 million, reversing a prior-year loss of ¥1,571 million.
The primary growth driver was the Q2 release of 'Kaiju No. 8 The Game,' which contributed three months of revenue and helped boost Games & Comics segment sales by 62% to ¥5,225 million.
Net income reached ¥1,003 million, a 288% increase compared to the ¥673 million loss recorded in the same period last year.
Market Analysis
Mergers & Acquisitions
Mobile
+1
Akatsuki
Report
65 pages
Annual Report and Consolidated Financial Statements: 2020
tinyBuild aims for growth through both organic strategies, leveraging existing partnerships and in-house developers, and inorganic strategies, utilizing a low-risk M&A approach focused on 'acquihiring' development teams and acquiring relevant IP.
The 'Hello Neighbor' franchise serves as a template for tinyBuild's multimedia strategy, having grown organically and through M&A, expanding into merchandise, books, and potential animated TV series, and generating over 60 million downloads for its first game.
tinyBuild's organic growth strategy focuses on increasing the quality of its game pipeline with 23 games planned for 2021 and 2022, and accumulating IP through standard partnership agreements to extend franchise lifespans.
Game Publishing
Mergers & Acquisitions
Investment
+3
tinyBuild
Report
70 pages
Annual Report and Consolidated Financial Statements 2022
tinyBuild's total revenue for the year ended December 31, 2022, was $63,295,000, an increase from $52,153,000 in 2021.
Game and merchandise royalties contributed $40,020,000 to revenue in 2022, while development services generated $22,744,000, significantly up from $11,477,000 in 2021.
The company incurred $1,678,000 in non-recurring costs related to the Ukraine/Russia conflict in 2022, which included relocating contractors and establishing tinyBuild d.o.o. in Serbia.
Game Publishing
Mergers & Acquisitions
Investment
+1
tinyBuild
Report
66 pages
Annual Report and Consolidated Financial Statements: 2021
tinyBuild achieved record growth in 2021 through mergers and acquisitions and organically, and listed on the London Stock Exchange on March 9, 2021.
The company's back catalog revenue has consistently grown, representing 51% of gaming revenue in FY17, increasing to 83% in FY19, and settling at 79% in FY21.
tinyBuild has a strong focus on influencer marketing, having achieved over 5 billion content-related views on YouTube by December 31, 2021, and maintaining relationships with over 10,000 verified influencers.
Game Publishing
Mergers & Acquisitions
Investment
+3
tinyBuild
Report
72 pages
Annual Report and Consolidated Financial Statements 2023
Revenue generated from own-IP (1st and 2nd party games) decreased to 65% of gaming revenues in 2023, down from 77% in 2022, due to changes in the portfolio mix. Conversely, revenues from the back-catalogue increased to 92% of total revenues in 2023 (up from 80% in 2022), driven by successful new releases like "I am Future" (Early Access) and "Punch Club 2".
The company maintains a strong social media presence with over 1.7 million followers across platforms by the end of 2023, placing it competitively with other gaming companies like Devolver Digital (1.1m) and Paradox Interactive (0.9m). They also boast c.5 billion YouTube views and over 10,000 verified influencers.
The top 5 games generated 46.8% of total revenues in 2023 (up from 44.8% in 2022), and the top 10 games generated 65.44% (down from 66.3% in 2022), indicating broad diversification across audiences, genres, and technologies.
Market Analysis
Mergers & Acquisitions
Investment
+1
tinyBuild
Report
6 pages
Dookreślenie kapitału — seria E
11 bit studios S.A. increased its share capital in 2012 from PLN 191,169.90 to PLN 221,719.90.
The capital increase was achieved through the issuance of 305,500 new Series E ordinary shares with a nominal value of PLN 0.10 each.
Subscription agreements for the 305,500 Series E shares were finalized by 27 July 2012, resulting in a total subscription value of PLN 30,550.00.
Mergers & Acquisitions
Europe
11 bit studios
Report
2 pages
Komunikat o przekroczeniu progu udziału w głosach: 11 bit studios SA
Following the merger of TFI Allianz Polska S.A. and Aviva Investors Poland TFI S.A., the combined entity now holds 206,773 shares of 11 bit studios SA.
The combined holdings represent 8.69% of 11 bit studios SA’s total registered capital and voting rights.
Prior to the merger, which became effective on 1 July 2022, TFI Allianz funds held 81,240 shares, equivalent to a 3.41% stake.
Investment
Mergers & Acquisitions
11 bit studios
Report
1 pages
Powiadomienie o transakcji: Grzegorz Miechowski (04.04.2023)
Grzegorz Miechowski, a board member at 11 bit studios S.A., sold 2,000 ordinary bearer shares on April 4, 2023.
The shares were sold at a price of 635 PLN per share on the Warsaw Stock Exchange.
The total gross value of the transaction amounted to 1,270,000 PLN.
Mergers & Acquisitions
Investment
11 bit studios
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