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Cover of Embracer Group M&A Update: August 13, 2020
Presentation11 pages

Embracer Group M&A Update: August 13, 2020

Embracer Group’s August 2020 update outlines a strategic expansion through aggressive mergers and acquisitions, formalizing its transition into a diversified conglomerate comprising six distinct operating groups.

  • Embracer Group has transitioned into a conglomerate structure organized into six operating groups: THQ Nordic, Koch Media, Coffee Stain, Amplifier Game Invest, Saber Interactive, and DECA.
  • The company employs a decentralized governance model that allows original founders and management teams to retain operational autonomy while utilizing centralized capital and strategic support.
  • As of August 2020, the portfolio includes 43 internal studios, 55 external studios, and 190 intellectual properties.
Embracer GroupAug 2020
Cover of Panel: 2020 M&A and Investment Overview, Expectations & Consequences PG Connects Digital #2
52 min
PocketGamer.biz52 min

Panel: 2020 M&A and Investment Overview, Expectations & Consequences PG Connects Digital #2

The global gaming industry demonstrated remarkable resilience throughout 2020, maintaining robust investment and merger and acquisition activity despite the logistical disruptions caused by the COVID-19 pandemic.

  • The gaming industry maintained robust M&A and investment activity throughout 2020, driven by increased player engagement and revenue growth despite pandemic-related logistical disruptions.
  • Investors are shifting focus toward studios that demonstrate operational sophistication, prioritizing those with proven long-term financial viability over purely creative projects.
  • To secure funding, developers must master the 'value pyramid,' which requires integrating live operations, sophisticated monetization strategies, and effective user discovery.
PocketGamer.bizAug 2020
Cover of Fireside Chat: Stillfront Group- Growing from $20 Million to $2 Billion Market Capitalisation PGCD#2
29 min
PocketGamer.biz29 min

Fireside Chat: Stillfront Group- Growing from $20 Million to $2 Billion Market Capitalisation PGCD#2

Stillfront Group, a prominent player in the global gaming industry, achieved significant growth over a five-year period, expanding its market capitalization from $20 million to over $2 billion.

  • Stillfront Group scaled its market capitalization from $20 million to over $2 billion within a five-year period.
  • The company maintains a lean central management team of only 14 people while overseeing a network of 14 independent studios.
  • The core operational model relies on a decentralized structure that preserves studio autonomy and founder leadership while providing shared resources.
PocketGamer.bizAug 2020
Cover of Starting a New Game Studio | 3 CEOs Talk Funding!
67 min
GameMakers67 min

Starting a New Game Studio | 3 CEOs Talk Funding!

The current landscape for launching a game studio is exceptionally favorable, driven by a rapidly expanding global market, the democratization of development tools, and a surge in venture capital interest.

  • Founders must align their long-term business strategy with their chosen funding model early, choosing between bootstrapping for creative independence or seeking venture capital for mass-market scaling.
  • Financial planning for new studios requires a 50 percent capital buffer to effectively mitigate risks associated with development delays.
  • Investors prioritize teams that demonstrate concrete progress through playable prototypes, making the fundraising process a relationship-driven and time-intensive endeavor.
GameMakersAug 2020
Cover of 3Q FY2020 Presentation Material
Presentation40 pages

3Q FY2020 Presentation Material

CyberAgent’s performance during the third quarter of fiscal year 2020 remained resilient despite the economic disruptions caused by the COVID-19 pandemic.

  • CyberAgent reported 112.8 billion yen in consolidated sales for 3Q FY2020, achieving 89% to 102% of its full-year operating profit forecast despite a marginal 0.7% year-over-year revenue decline.
  • The Game business generated 36.7 billion yen in quarterly revenue, bolstered by major title anniversaries and a strategy focused on both new IP development and lifecycle extension for existing games.
  • The media segment, anchored by the ABEMA streaming platform, grew sales by 19.2% year-over-year to 13.3 billion yen, supported by 56 million total downloads.
CyberAgentJul 2020
Cover of Investing in Game Startups | Venture Capital ft. London Venture Partners, Konvoy, and Transcend
82 min
GameMakers82 min

Investing in Game Startups | Venture Capital ft. London Venture Partners, Konvoy, and Transcend

Investment strategies in the gaming sector have shifted toward prioritizing experienced founding teams and sustainable community-building over speculative trends like the metaverse.

  • Investment strategies have shifted away from speculative trends like the metaverse toward prioritizing experienced founding teams and sustainable community-building.
  • Seed and Series A valuations in the gaming sector have declined by approximately 20% as founders prioritize deal certainty over aggressive growth.
  • Industry success is now defined by long-term player retention and the creation of persistent, economy-driven digital spaces rather than traditional hits-driven models.
GameMakersJul 2020
Cover of Games Industry M&A Outlook: Who's Getting Acquired Next?
64 min
GameMakers64 min

Games Industry M&A Outlook: Who's Getting Acquired Next?

The games industry is currently undergoing a period of intense consolidation driven by the necessity for scale, the rising costs of user acquisition, and the maturation of the mobile gaming sector.

  • Industry consolidation is being driven by the need for scale, rising user acquisition costs, and the maturation of the mobile gaming sector.
  • Major players are prioritizing the acquisition of established 'forever franchises' to ensure long-term stability as tier-one markets reach saturation.
  • Successful acquirers like Zynga and Miniclip are adopting decentralized operating models that emphasize studio autonomy and the retention of existing management teams.
GameMakersJul 2020
Cover of Universal Registration Document: 2019/2020
Report304 pages

Universal Registration Document: 2019/2020

NACON, an integrated video game company, established itself as an autonomous entity following its 2019 spin-off from Bigben Interactive and a successful March 2020 IPO on Euronext Paris.

  • NACON, a video game company, reported significant financial growth, with revenue increasing from €95.568 million in 2017/18 to €129.427 million in 2019/20, and recurring operating income rising from €3.728 million to €22.620 million over the same period.
  • NACON's gross margin improved substantially, from 41.7% in 2017/18 to 61.1% in 2019/20, indicating increased profitability per sale.
  • The company capitalised R&D costs for games, amounting to €30.1 million in 2018/19 and €32.8 million in 2019/20, and benefited from a French video game tax credit (CIJV) of €3.0 million in 2019/20 due to an increase from 20% to 30% of development expenditure.
NaconJul 2020
Cover of Herní průmysl ČR 2020
Report4 pages

Herní průmysl ČR 2020

The Czech game development industry experienced significant growth in 2020, reaching a total valuation of 3.79 billion CZK.

  • The Czech game industry reached a total valuation of 3.79 billion CZK in 2020, supported by a workforce of 1,750 employees after the creation of 300 new positions.
  • The sector is highly export-oriented, with 95 percent of production destined for international markets.
  • The industry is dominated by small-to-medium enterprises, as 73 percent of studios employ fewer than 10 people and only 7 percent have more than 50 staff.
GDACZ – Czech Game Developers AssociationJun 2020
Cover of Prepare to Pitch - PocketGamer.biz RoundTable
70 min
PocketGamer.biz70 min

Prepare to Pitch - PocketGamer.biz RoundTable

The current indie game market is defined by intense competition and a low barrier to entry, necessitating that developers master the art of pitching to secure essential resources.

  • A successful pitch must clearly articulate a game's unique selling point, genre, target platform, and monetization strategy while providing a playable build or high-quality gameplay footage.
  • Developers should prioritize identifying publishers whose specific portfolios and business goals align with their project to bridge the gap between creative production and user acquisition.
  • The primary objective of a pitch is to demonstrate a clear value proposition rather than simply requesting capital, as publishers provide essential risk mitigation, marketing expertise, and funding.
PocketGamer.bizMay 2020
Cover of Embracer Group Investor Presentation: 6 April 2020
Presentation5 pages

Embracer Group Investor Presentation: 6 April 2020

Embracer Group maintains a resilient operational outlook during the onset of the COVID-19 pandemic, prioritizing employee safety while transitioning the majority of its workforce to remote environments.

  • Embracer Group projects Q1 2020 games revenue between SEK 810 million and 850 million, exceeding internal forecasts due to strong digital sales.
  • Partner publishing revenue for the quarter ending March 31, 2020, is estimated at SEK 450 million to 500 million, falling slightly below expectations due to softening physical retail demand.
  • The company maintains a dual-growth strategy focused on aggressive organic development and inorganic expansion through M&A, following the successful integration of Saber Interactive.
Embracer GroupApr 2020
Cover of Stillfront Acquires Storm8 For $300M | Talk with COO Alexis Bonte
39 min
GameMakers39 min

Stillfront Acquires Storm8 For $300M | Talk with COO Alexis Bonte

Stillfront Group functions as a decentralized network of over 13 semi-autonomous game studios, prioritizing the retention of original founders to preserve creative independence and entrepreneurial agility.

  • Stillfront Group operates a decentralized network of over 13 semi-autonomous studios, managing a portfolio of more than 35 long-lifecycle, free-to-play titles to minimize the volatility of hit-driven gaming.
  • The company acquired Storm8 for $300 million as part of a strategy to expand into new market categories by integrating established, high-performing entities rather than pivoting existing studios.
  • Stillfront’s market capitalization grew from $600 million to over $1 billion within a six-month period, driven by its acquisition-led growth model.
GameMakersMar 2020

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