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Mergers & Acquisitions reports and market data

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Cover of Deals Report Q1 2021
Report22 pages

Deals Report Q1 2021

The first quarter of 2021 marked a record-breaking period for the global gaming industry, characterized by an unprecedented surge in financial activity across private investments, public offerings, and mergers and acquisitions.

  • The global gaming industry saw a record-breaking Q1 2021 with $25 billion in closed transactions across 249 deals, a twofold increase compared to the first half of 2020.
  • Mergers and acquisitions were the primary growth driver, accounting for 57% of total deal value at $14.3 billion, a nearly sixfold year-over-year increase fueled by major acquisitions like Microsoft’s $7.5 billion purchase of ZeniMax Media.
  • Public offerings reached $8.3 billion across 36 deals, bolstered by high market valuations and prominent listings from companies including Roblox, Playtika, and Huuuge Games.
InvestGameMar 2021
Cover of TWIG 121: BlizzCon 2021, Valheim Built By 5 Devs, Zynga Accelerates Growth, Rovio M&A Target
56 min
GameMakers56 min

TWIG 121: BlizzCon 2021, Valheim Built By 5 Devs, Zynga Accelerates Growth, Rovio M&A Target

The gaming industry is currently defined by a tension between massive corporate consolidation and the surprising agility of small-scale development teams.

  • Major industry players like EA are driving consolidation through large-scale acquisitions, exemplified by the $1.2 billion purchase of Codemasters.
  • Large publishers face significant growth headwinds due to the post-IDFA environment and the technical challenges of scaling new titles while managing third-party data sharing risks.
  • Blizzard Entertainment is experiencing internal development delays for major titles like Overwatch 2 and Diablo IV, forcing a reliance on legacy franchises such as the Diablo II remaster.
GameMakersFeb 2021
Cover of Embracer Group | Future, Synergy, and Focusing on the Long-term
55 min
GameMakers55 min

Embracer Group | Future, Synergy, and Focusing on the Long-term

Embracer Group operates as a decentralized federation of gaming entrepreneurs, prioritizing long-term value creation over the traditional corporate roll-up model.

  • Embracer Group operates as a decentralized federation organized into eight independent operating units to preserve creative autonomy and entrepreneurial culture.
  • The company’s acquisition strategy prioritizes long-term financial growth and multi-year relationships with creators over short-term margin optimization.
  • The organizational structure is designed to provide studios with capital and a collaborative network to scale projects, rather than functioning as a traditional exit for founders.
GameMakersFeb 2021
Cover of Three Years Within Embracer Group
Presentation21 pages

Three Years Within Embracer Group

The integration of Koch Media into the Embracer Group between 2018 and 2021 serves as a case study in corporate expansion through strategic mergers and acquisitions.

  • Embracer Group grew its total headcount by 147% between 2018 and 2021, expanding from 510 to 1,900 employees.
  • The organization scaled its studio count from three to ten during this three-year period, supported by strategic acquisitions including Milestone and Vertigo Games.
  • The integration strategy focused on maintaining operational autonomy for acquired studios while providing centralized professional infrastructure for scalability.
Koch MediaFeb 2021
Cover of TWIG 119 : EA Buys Glu, AppLovin Buys Adjust, Embracer Buys Gearbox, and Predictions (Shooter, Mktg)
56 min
GameMakers56 min

TWIG 119 : EA Buys Glu, AppLovin Buys Adjust, Embracer Buys Gearbox, and Predictions (Shooter, Mktg)

The gaming industry is currently undergoing a period of intense consolidation and strategic realignment, driven by the need to secure mobile expertise and navigate a shifting landscape defined by privacy changes and evolving monetization models.

  • The gaming industry is undergoing rapid consolidation, highlighted by Electronic Arts' $2.1 billion acquisition of Glu Mobile and Embracer Group's $1.3 billion purchase of Gearbox Entertainment.
  • The mobile shooter genre is a high-growth market that generated $2.1 billion in 2020, requiring deep-progression systems similar to Warframe or Escape from Tarkov to remain competitive.
  • The deprecation of the Identifier for Advertisers (IDFA) is forcing a strategic shift away from traditional user acquisition toward reliance on established intellectual property and diversified marketing channels.
GameMakersFeb 2021
Cover of Embracer Group M&A Update: February 3, 2021
Presentation11 pages

Embracer Group M&A Update: February 3, 2021

The February 2021 Embracer Group update outlines the strategic acquisition of Easybrain Group Limited, The Gearbox Entertainment Company, and Aspyr Media.

  • Embracer Group acquired Easybrain Group, The Gearbox Entertainment Company, and Aspyr Media for an aggregate day-one purchase price of approximately SEK 9.3 billion.
  • The acquisitions include a performance-based earn-out consideration of up to SEK 12.5 billion, contingent on the entities achieving over SEK 23 billion in accumulated operational EBIT over seven years.
  • The expansion increases Embracer’s portfolio to 244 intellectual properties and grows its total workforce to approximately 5,719 developers.
Embracer GroupFeb 2021
Cover of Embracer Group Merger with Easybrain: Investor Presentation
Presentation21 pages

Embracer Group Merger with Easybrain: Investor Presentation

The acquisition of Easybrain by Embracer Group serves to integrate a leading developer of mobile puzzle and logic games into the broader Embracer portfolio.

  • Embracer Group acquired Easybrain to integrate its specialized mobile puzzle and logic game portfolio, which includes 15 live titles such as Sudoku.com and Nonogram.com.
  • Easybrain has achieved over 750 million cumulative installs since its founding in 2016, supported by a workforce of 230 employees.
  • The acquisition aims to leverage Easybrain’s proprietary, machine-learning-based LTV prediction models and data-driven infrastructure to scale Embracer’s mobile gaming capabilities.
Embracer GroupFeb 2021
Cover of Embracer Group Acquires Aspyr Media
Presentation11 pages

Embracer Group Acquires Aspyr Media

The acquisition of Aspyr Media by Embracer Group represents a strategic expansion of the latter’s development and publishing capabilities.

  • Embracer Group acquired Aspyr Media for an upfront payment of $100 million in cash and shares, with potential performance-based earn-outs reaching an additional $350 million.
  • Aspyr Media will operate as an independent entity under Embracer’s Saber Interactive division, retaining its Austin headquarters and existing leadership.
  • Aspyr’s proprietary technology, the Aspyr Studio Libraries, is a primary asset that reportedly reduces game porting times by 75 percent across platforms including macOS, Linux, iOS, Android, and consoles.
Embracer GroupFeb 2021
Cover of Embracer Group and The Gearbox Entertainment Company Merger
Presentation19 pages

Embracer Group and The Gearbox Entertainment Company Merger

The merger between Embracer Group and The Gearbox Entertainment Company represents a strategic acquisition designed to bolster Embracer’s portfolio through the integration of a highly profitable, established developer and publisher.

  • Embracer Group acquired The Gearbox Entertainment Company for an upfront consideration of $363 million, with a total potential deal value of $1.378 billion tied to a six-year earnout structure.
  • Gearbox joins the Embracer ecosystem as its seventh independent operating group, retaining its existing management team and creative autonomy.
  • The acquisition includes Gearbox’s operations in Frisco, Texas, and Quebec City, Canada, encompassing a workforce of over 500 employees.
Embracer GroupFeb 2021
Cover of Global Gaming 2020: Sector Report
Report24 pages

Global Gaming 2020: Sector Report

The global gaming industry experienced a transformative period in 2020, characterized by unprecedented growth in consumer engagement and financial performance.

  • The global gaming industry outperformed the S&P 500 by a factor of four in 2020, driven by pandemic-induced surges in mobile, PC, and console engagement.
  • Total deal volume in the gaming sector increased by 25 percent in 2020, highlighted by major transactions such as Microsoft’s acquisition of ZeniMax and significant funding rounds for Epic Games.
  • The industry leveraged diverse financial vehicles for expansion, including a surge in initial public offerings and the strategic use of special purpose acquisition companies to access public markets.
Drake Star PartnersJan 2021
Cover of Gaming Deals Activity 2021: Smashing Previous Records
Report27 pages

Gaming Deals Activity 2021: Smashing Previous Records

The global video game industry achieved unprecedented financial expansion in 2021, characterized by a surge in capital deployment that solidified the sector as a primary target for institutional and strategic investors.

  • The global video game industry reached a record $80.4 billion in total deal value across 967 transactions in 2021, a 2.5-fold increase over the previous year.
  • Mergers and acquisitions accounted for nearly half of the total transaction volume, reflecting a significant consolidation trend within the sector.
  • Blockchain-integrated gaming experienced explosive growth, with deal value increasing 68-fold year-over-year.
InvestGameJan 2021
Cover of Gaming Deals Activity Report H1'2021
Report21 pages

Gaming Deals Activity Report H1'2021

The report documents a four-fold surge in gaming deal activity during the first half of 2021 compared with the same period in 2020.

  • Gaming deal activity surged four-fold in H1 2021, reaching a cumulative value of $50.2 billion across 471 closed and announced transactions.
  • Mergers and acquisitions dominated the market with $22.4 billion across 154 deals, already surpassing the $12.6 billion total recorded for the full year of 2020.
  • The gaming segment specifically saw M&A value climb 486% year-over-year to $20.4 billion, contributing to a total segment value of $32.7 billion.
InvestGameJan 2021

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