Q1’24 Gaming Deals Report
Download PDFApr, 2024 The “Dog Days” Are Over?
Q1’24 Gaming Deals Report
Current state of the market
Executive Summary
Current and future state of the market
2
Executive Summary
Outlook and our expectations
— After a “hangover ”-like 2023, it’s too early to predict the direction of 2024.
However, while this year may not set new records, it is expected to establish
a new “norm” in transaction activity, likely exceeding pre-pandemic levels.
— We maintain a positive outlook on early-stage investments, bolstered by
increasing capital availability observed in subsequent fundraisings
(e.g., a16z II at $600m, BITKRAFT III at $275m) and the announcement of
over 10 new gaming-focused funds since the beginning of this year.
— Midcap M&As (valued at ~$1B or less) are likely to grow amidst the current
investor-friendly environment and increased PE interest in the space, assuming
robust gaming stocks performance throughout the year.
— High interest rates will continue to pressure Late-stage financing and IPOs.
Many startups that secured Early-stage capital between 2020 and 2023 may
struggle to secure subsequent funding, leading to shutdowns or “acqui-hire” exits.
— Nevertheless, companies with solid financials and proven metrics will stand out
as “outliers,” driving value and increasing the number of deals. Capital efficiency
and profitable growth will remain the “North Star ” priorities for studios.
— The global games industry continues to face pressure, with minimal market
growth (below inflation), extensive layoffs, turbulent gaming stock prices,
and project cancellations frequently making headlines.
— Major public players, holding substantial cash reserves, are not rushing
to make acquisitions (public buyers historically account for c.80% of M&A
volume
1
) and are actively making share buybacks. Simultaneously, corporate
venture arms have shown increased interest in VC-type financing rounds,
making less solo and more syndicate-type investments.
— The challenging state of the equity markets continues. High interest rates
and poor performance of the publicly listed players have narrowed exit
opportunities and ultimately impacted Late-stage appetite. Most public
listings from 2020-2021 trade below their IPO prices, and there have been
no significant gaming IPOs since mid-2022.
— VCs and PEs became very cautious and selective, backing fewer companies
per quarter at Series A and later rounds. Seed activity remained stable and
less impacted by macro trends, supported by over $15B capital raised across
over 65 gaming-focused funds worldwide
2
.
Note: (1) gaming deals with upfront EV above $65m (see p. 18) since 2020; (2) see p. 12
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3
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Investment and M&A deal in the gaming industry.
Available on
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, the table is designed
with founders and investors in mind. This League
Table is your navigator in the ever-evolving M&A
landscape, spotlighting over 60 significant
acquisitions and relevant sell-side advisors.
A constantly updated
List of Industry-Focused
Funds
. The list continues to expand and soon will
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to gaming startups. Our patrons will receive early
access to this expanded list.
M&A Sell-side Advisors Ranking
Gaming-Focused Funds
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Quarterly YoY performance
Fewer deals but higher values — a glimpse of improvement
5
Executive Summary
Private Investments (in $B)
Public Offerings* (in $B)
Mergers & Acquisitions* (in $B)
Note: some transactions do not disclose deal value but are counted for the total number of deals;
(*) closed transactions only (excl. announced, e.g., Gearbox sale to Take-Two Interactive)
Q1’24 in a nutshell
Most notable transactions
6
Executive Summary
Note: (1) a master franchise deal with entrepreneur Nawaf Al-Bishri; (2) rumored valuation; (3) provided $590m of convertible debt in its subsidiary
Private Investments
Public Offerings
Mergers & Acquisitions
Private Investments
Incremental growth in dealmaking, following market “reset”
Executive Summary
7
“‘COVID” ACCELERATION
— In Q1’24, the results seemed to surpass
last year ’s quarterly values, primarily
driven by Epic Games raising $1.5B
from Disney. Excluding this deal,
the amount of capital deployed was 30%
lower than Q1’23.
— Over the last year, VCs have become
cautious and selective, committing smaller
check sizes, forming syndicates with CVCs,
and making fewer investments.
Nevertheless, the pace of dealmaking
has recently improved, mainly driven
by growth in Pre-Seed & Seed VC activity.
— We maintain a modestly positive outlook
for 2024 amid a stabilized macro
environment, more robust exit activity,
and positive public markets momentum
(S&P 500 +5% YTD*).
POST-PANDEMIC GROWTH
“HANGOVER”
STABILIZATION
Note: some transactions do not disclose deal value but are counted in for the total number of deals; (*) as of 18-Apr-2024
Private Investment Activity: Corporate, VC & PE (in $B)
— The last four quarters’ M&A activity
indicates impending stabilization,
with ~24 closed deals per quarter
and a growing number of midcap deals
(~$1B or less).
— PEs (financial sponsors) have increased
their role in the
sector
by making notable
acquisitions such as Scopely for $4.9B
in Q3’23 and Jagex for $1.1B in Q1’24.
— Sponsor-led deals are likely to persist,
given the buyer-friendly environment.
Strategics focus more on operational
optimization through layoffs and asset
divestitures (e.g., Embracer-Gearbox /
Saber, SEGA-Relic, MTG-Kongregate).
— PE’s willingness to deploy capital in
gaming and potential gaming stocks’ prices
growth will likely foster a steady M&A
recovery trend during 2024.
Executive Summary
8
Mergers & Acquisitions
Have yet to embark on a steady pace
“COVID” ACCELERATION
POST-PANDEMIC GROWTH
“HANGOVER”
STABILIZATION
Note: some transactions do not disclose deal value but are counted in for the total number of deals
Closed Mergers & Acquisitions: Control & Minority (in $B)
Public Offerings
IPO market remains muted
9
Executive Summary
PEAK OF PUBLIC LISTING & SHARE ISSUE ACTIVITY
MACROECONOMIC INSTABILITY & GAMING STOCKS TURBULENCE
Note: some transactions do not disclose deal value but counted in for the total number of deals; (*) as of 18-Apr-2024
Public Offerings Activity (in $B)
—
Despite some positive market signals,
such as the Reddit IPO and a
+5% YTD*
increase in the S&P 500, public listings
remained muted in Q1’24.
— High interest rates, a softening gaming
market, and the weak post-IPO performance
of many gaming comps (e.g., Skillz, Devolver,
tinyBuild) have compelled many firms
to postpone their initial listings. The only
exception is Shift Up, which has filed
to go public on the Korea Stock Exchange
with a rumored valuation of over $2B.
— Trading at significant discounts compared
to previous periods, many gaming companies
are pursuing share buyback programs (e.g.,
AppLovin, Tencent, Electronic Arts, MTG).
—
Meanwhile, issuing shares is an unpopular
option for raising capital, an “expensive”
dilutive instrument vs. using loans/notes.
Gaming
Deals with Targets represented
by video game publishers and/or developers
VC Early-stage Gaming
Solid seed and challenging Series A activity
11
Gaming
“COVID” ACCELERATION
STABLE Seed & TURBULENT Series A ACTIVITY
POST-PANDEMIC GROWTH
Game Developers & Publishers: Early-Stage VC (in $m)
—
Pre-Seed and Seed activity remained
strong, with ~3x more quarterly capital
raised vs. the pre-pandemic level of ~$30m
.
This trend is likely to persist in the future.
— On the contrary, Series A rounds continue
to slow down – this quarter reaching the
lowest point in years, with many Seed-funded
startups struggling to
raise
subsequent
rounds.
— VCs are very
cautious
in their
choices,
backing fewer startups at higher check
rounds, considering more syndicate
investments, and introducing more downside
protective terms in the deals.
— Capital supply continues to improve
as gaming funds announce fundraising
(e.g.,
a16z II
, BITKRAFT III) and new gaming
VCs emerge in the market (e.g., Laton, Merak
Capital, Hand of Midas, IGF, IMPACT46).
Note: some transactions do not disclose deal value, but counted in for total number of deals
Gaming Funds
Vast amount available capital and funds to partner with
12
Gaming
Gaming-Focused PE
/
VC Funds & Accelerators By Year of Establishment
—
The gaming industry has seen massive
capital infusion over the last five years,
with more than 45 gaming-focused funds
established since 2019, which is roughly
2x times more than the previous decade.
— Gamin
g-
focused funds cumulatively have
raised over $15B capital
to date
, with over
$7B deployed in gaming studios since 2020.
—
Despite ongoing market turbulence,
the gaming sector continues to attract
investors, with over 10 funds announced
in Q1’24.
— Over 80% of funds are focused on
early-stage
investments
,
with
fewer than
10 being stage-agnostic
and only one
gaming PE fund, Haveli Investments.
—
Many Generalist VCs and PEs joined
the race by actively co-investing with gaming
funds and leading the rounds.
VC
/
PE Late-stage Gaming
Mixed results with growth prospect
13
Gaming
“COVID” ACCELERATION
CONTINUED MARKET HEADWINDS
POST-PANDEMIC DEMAND
—
Gaming content businesses typically
require less capital in later stages.
With less attractive exit options (closed IPO
window and volatile M&A activity),
VCs and PEs have shown increased
hesitancy in funding Late-stage rounds
(Series B+) since H2’22.
— Investment in smaller rounds has seen
a slight resurgence since Q3’23,
with 3 deals per quarter, matching
pre-pandemic levels. Larger investment
rounds ($100m+) continue to be rare,
occurring roughly once or twice every
six months.
— Anticipating a decrease in interest rates
and improvements in the equity and M&A
markets, we expect to see modest growth in
the capital raised and the number
of Late-stage rounds.
Game Developers & Publishers: Late-Stage VC
/
PE (in $m)
Note: some transactions do not disclose deal value but are counted for the total number of deals
14
Gaming
Gaming VC Funds Ranked by Number of Seed Rounds*
Note: (*) only include gaming studios (developers & publishers of video games), excluding web3 studios
Most active Gaming VC funds: Seed rounds
#
1
#
2
#
3
#
4
#
5
2020
2021
2022
2023
Q1’ 24
Galaxy
Interactive
9
11
NUMBER OF
DEALS
$
20
m
#
8
VALUE
OF DEALS
RANK
Play
Ventures
Sisu Game
Ventures
$
13
m
#
8
$
9
m
#
8
1Up
Ventures
$
25
m
#
6
BITKRAFT
Ventures
$
25
m
#
5
1Up
Ventures
$
35
m
#
9
vgames
Play
Ventures
$
18
m
#
9
$
16
m
#
7
BITKRAFT
Ventures
$
19
m
#
6
Sisu Game
Ventures
$
17
m
#
6
9
1Up
Ventures
$
61
m
#
11
The Games
Fund
Sisu Game
Ventures
$
22
m
#
9
$
21
m
#
9
BITKRAFT
Ventures
$
38
m
#
6
Transcend
Fund
$
50
m
#
5
11
9
Sisu Game
Ventures
$
32
m
#
10
The Games
Fund
GEM Capital
$
24
m
#
8
$
20
m
#
8
BITKRAFT
Ventures
$
36
m
#
7
vgames
n.d.
#
6
11
9
1Up
Ventures
$
19
m
#
3
BITKRAFT
Ventures
Transcend
Fund
$
21
m
#
2
$
11
m
#
2
The Games
Fund
$
5
m
#
2
Ludus
Ventures
$
5
m
#
2
15
Gaming
Most active Gaming VC funds: Series A rounds
Note: (*) only includes gaming studios (developers & publishers of video games), excluding web3 studios. Does not include Q1’24, as
there were no gaming Series A round deals during this period
Gaming VC Funds Ranked by Number of Series A Rounds*
#
1
#
2
#
3
#
4
#
5
2020
2021
2022
2023
Sisu Game
Ventures
9
11
NUMBER OF
DEALS
$
128
m
#
5
VALUE
OF DEALS
RANK
Galaxy
Interactive
BITKRAFT
Ventures
$
28
m
#
4
$
27
m
#
4
GEM Capital
$
20
m
#
3
Play
Ventures
$
15
m
#
3
London Venture
Partners
$
55
m
#
5
BITKRAFT
Ventures
vgames
$
65
m
#
5
n.d.
#
5
Makers
Fund
$
77
m
#
4
Galaxy
Interactive
$
49
m
#
3
9
vgames
n.d.
#
6
Makers
Fund
Galaxy
Interactive
$
144
m
#
5
$
68
m
#
5
a16z
$
73
m
#
4
BITKRAFT
Ventures
$
59
m
#
4
11
9
a16z
$
70
m
#
3
Lightspeed
Venture
1UP
Ventures
$
86
m
#
2
$
86
m
#
2
Hiro
Capital
$
20
m
#
2
Sisu Game
Ventures
$
20
m
#
2
Corporate Gaming
Playing a vital role in the investment ecosystem
16
Gaming
Game Developers & Publishers: Corporate VC (in $m)
Note: some transactions do not disclose deal value but are counted for the total number of deals
— An increasing number of Corporate
investors participating in VC rounds (labeled
as “CVC+VC”) affirms a trend of VC investors
being more cautious in their investments,
managing risk by sharing rounds
and confirming interest in the studio
through strategic on-board.
— Strategic investors actively adopt
“VC-like” terms and increase their share
in Early-stage investments. Asian corporate
venture arms of major companies such as
Tencent, NetEase, Krafton, Kakao, and Sony
have been notably active, participating
in over 25 VC rounds combined since 2022.
— Corporate-led solo investments have
remained under pressure, with one
significant announcement being Disney’s
$1.5B investment in Epic Games.
Gaming Investments Q1’24
Closed VC & Corporate deals by targets geo
Gaming
17
Number of deals
Gaming M&A activity remains under pressure as public players have
paused their activity.Sponsors are slowly picking up the race
Executive Summary
18
Note: (1) including work-for-hire studios; (2) control M&A transactions with est. upfront EV above $65m (incl. recently announced
$460m Gearbox sale); Savvy Games Group is categorized as a Sponsor
Value of deals ($B)
Gaming
1
M&As
2
— Deals With $65M+ Upfront EV By Deal Type (in $B)
Gaming
1
M&As
2
By Deal Type 2020–Q1’24 (in $B)
Sell-Side Gaming
1
M&A
2
Advisory League Table
2020-Q1’2024
Executive Summary
19
Note: (1) sellers represent game developers or publishers across PC, Console, and Mobile (inc. work-for-hire businesses);
(2) includes transactions with a sale of a controlling stake and estimated upfront deal value above $65m, excluding earn-outs
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Gaming: PC & Console
Deals with targets represented by video game publishers and
developers on PC or Console platforms (incl. multiplatform)
21
Steam demonstrates consistent growth since 2020, bringing ~$9B in
full game revenue
Gaming
Note: (1) total gross revenue from game sales (excluding microtransactions); (2) 2024E shows YTD Steam peak CCU
Source:
VG Insights
— In 2023, Steam set a new record, bringing ~$8.8B in
full game sales, mainly driven by a strong slate
of high-quality premium releases (e.g.,
Baldur’s Gate 3
,
Hogwarts Legacy
,
Starfield
,
Resident Evil 4
).
— The beginning of 2024 has seen a solid start,
with YTD full-game sales approaching $3.5B
and online CCU crossing 36 million in March.
— A less crowded AAA release schedule
in 2024 opens up opportunities for independent
studios to get players’ attention: e.g.,
Helldivers 2
,
Palworld
, and
Enshrouded
combined brought almost
$1B in sales.
— Growing sales of new IPs developed by AA/Indie
teams (CAGR’2021–23 of 10%) and over $3B capital
deployed in PC & Console studios since 2020
are positive indicators of further market growth.
Steam Gross Full Game Revenue
1
And Online Users Activity
2
(in $B)
Indie/AA studios are the driving force behind new PC “hits,”
reaching record releases in 2023
22
Gaming
Note: (1) total gross revenue from game sales (excluding microtransactions); (2) Date of Early Access release
Source:
VG Insights
Jan-2024
18m+ units
$420m+
Oct-2023
11m+ units
$90m+
Jun-2023
2
3m+ units
$40m+
Sep-2020
20m+ units
$210m+
Aug-2020
18m+ units
$250m+
May-2022
4m+ units
$70m+
Dec-2021
2
5m+ units
$160m+
Feb-2021
13m+ units
$170m+
Feb-2023
5m+ units
$120m+
Jul-2022
4m+ units
$90m+
Steam Premium Games With $20M+ Gross Full Game Revenue
1
Within The First Year of Release
Select Indie
/
AA Successful Titles Released Since 2020
VCs & PEs have deployed over $3.4B capital into PC & Console studios,
providing fuel to drive further market growth
23
Gaming
Note: (1) only investment transactions with a disclosed deal value above $250k and below $500m check size (excluding grants,
accelerators, or buyouts); (2) $10m are not included in the financing deal value
PC & Console: VC & PE Financing Activity Under $500M
1
(in $B)
— Tremendous growth in PC & Console exit activity
(mainly M&As and a few IPOs) and a relatively stable
environment (compared to the mobile sector) have
attracted many financial investors.
— Since 2020, VCs have deployed over $3B
of investments into PC & Console studios,
with over 50% of capital allocated to Series B+
rounds and the majority of all rounds closed at peak
levels in 2021.
— While the number of Seed and Series A rounds have
been relatively stable during 2020–2023, Late-stage
rounds experienced a notable decline during
2022–2023.
— In Q1’24, Late-stage rounds kicked off with a solid
uptick in activity with 3 announcements: Build
a Rocket Boy
($110m), Mountaintop ($30m),
and Gunzilla Games ($30m incl. $10m token round
2
).
Seed rounds remained largely unaffected, while Series A and
Late-stage rounds experienced lower check sizes and fewer deals
24
Gaming
Note: (*) only investment transactions with a disclosed deal value above $250k and below $500m check size (excluding grants, accelerators, or buyouts)
PC & Console: Average Round Size* (in $m)
PC & Console: Number Of Closed Rounds*
TARGET
ACQUIRER
DEAL VALUE
DATE
PC & Console studios have brought over $91B in total upfront
proceeds across 37 mid- and large-cap deals since 2020
25
Gaming
$68.7B
$7.5B
$3.6B
$1.3B
$1.2B
$1.1B
$0.9B
2
Note: (1) including control M&A transactions with est. upfront EV above $65m (incl. recently announced $460m Gearbox sale);
(2) the deal value is $0.9B (67% of equity), and the total EV is $1.3B
Oct’23
Mar’21
Jan’22
Dec’20
Feb’21
Jul’23
Feb’24
PC & Console M&As
1
Across Deals With $65M+ Upfront EV (in $B)
Largest PC & Console M&A Deals Since 2020 (in $B)
Gaming: Mobile
Deals with targets represented by video game
publishers and developers on Mobile platforms
“COVID” ACCELERATION
POST-PANDEMIC
GROWTH
POST ”COVID” HANGOVER; IDFA CHALLENGES
STABILIZATION
27
Mobile market
Stabilized, yet unready to scale
— The mobile gaming market has faced challenges
since Q3’21 after the implementation of IDFA
changes in Apr ’21 and was additionally affected
by post-COVID players’ engagement drop.
— A few last quarters have shown relatively stable
dynamics, with public mobile companies reporting
tiny organic growth, hopefully a sign of ongoing
market recovery.
— Mobile publishers introduce various initiatives to
scale games: leveraging third-party IPs, using
hybrid gameplay and monetization mechanics, and
releasing titles across multiple platforms.
—
AppMagic
cautiously expects the market to
remain steady or slightly decline in 2024, though
less severe than in the previous years. By 2025,
the market should start recovering, with significant
growth anticipated in 2026.
Gaming
Mobile Market: IAP Revenue* (in $B)
Note: (*) total revenue from in-app purchases across mobile games genres;
Source:
AppMagic
28
Gaming
TARGET
ACQUIRER
DEAL VALUE
DATE
Note: (*) including control M&A transactions with est. upfront EV above $65m
$12.7B
Jan’22
$4.9B
Apr’23
$4.0B
Mar’21
$2.2B
Aug’21
$2.1B
Apr’21
$1.4B
Sep’21
$2.1B
Jul’20
$1.0B
Oct’21
Mobile M&As* Across Deals With $65m+ Upfront EV (in $B)
Largest Mobile M&A Deals Since 2020 (in $B)
Mobile M&A activity has been significantly impacted by
unfavorable underlying market dynamics
Mobile gaming startups have become less popular
among VC & PE investors
– While VC&PE investments in gaming have struggled
overall, mobile studios have been particularly hard hit.
Many investors have shifted their focus from mobile
($0.3B
capital attracted in 2023) to PC & Console platforms,
which drew $0.5B in 2023. The latter have shown better
results and growth over the past few years.
— Seed investments were less affected than Late-stage
rounds, which saw only a few notable transactions last
year, including Candivore’s $100m raise from Haveli and
Carry1st’s $27m raise in 2023, plus an undisclosed round
from Sony Innovation Fund in 2024.
— Many mobile startups have failed to cross the “death
valley” to get promising enough metrics, affecting
Late-stage activity. In Q1’24, only 2.5% of new mobile
titles generated over $100k per month in net IAP revenue,
according to AppMagic’s Success Rate Meter.
29
Gaming
Note: only investment transactions with a disclosed deal value above $250k and below $500m check size (excluding grants,
accelerators, or buyouts)
Mobile: VC & PE Financing Activity (in $B)
30
Gaming
Note: (*) only investment transactions with a disclosed deal value above $250k and below $500m check size (excluding grants,
accelerators, or buyouts)
Mobile: Average Round Size* (in $m)
Mobile: Number Of Closed Rounds*
Seed rounds remain relatively stable, while Series A and
Late-stage investment activity has continued to decline
31
At MY.GAMES, we’ve been creating and developing
strategic partnerships with independent studios
worldwide for more than 6 years. In this timeframe,
we’ve built partnership relations with over 40
teams. Being always tightly connected
with developers allows us to identify opportunities
and monitor market trends meticulously. We’re
excited to share some of our observations,
which we hope you’ll find helpful.
— User Acquisition (UA) management has hardly
ever been so challenging: UA of a mobile project
involves juggling more than 8 channels, each
requiring daily monitoring and management
of advertising campaigns. Moreover, modeling UA
ROI predictions and setting up and managing
the neverending process of finding new hit ad
creatives require a team of experienced and highly
compensated professionals, which significantly
increases the studio’s operational costs.
— At the same time, the importance
of a comprehensive publishing mix for successful
operations is increasing. While historically,
a publisher’s focus was mainly on UA, it now
encompasses a broader scope of activities.
We identify growth factors in the entire publishing
mix, including brand campaigns, PR, IP
collaborations, and more.
— In the current mobile market landscape
with tight competition and small margins, finding
better distribution and new payment solutions plays
a critical role. Introducing off-platform payments
(web shop), arranging distribution on various
alternative Android stores and the web,
and exploring other new revenue streams might be
game changers for the studio’s performance.
— Considering the low success rate of new game
launches, activities related to maintaining
and evolving released projects become especially
important. This includes the right cadence
of live-ops and monetization events, a new content
treadmill, monitoring of core audience engagement
& happiness, and properly structured community
management.
— The current mobile market state, combined
with the macroeconomic landscape, leads many
investors and publishers to become more
conservative in their risk-taking. The chance
of securing investment or a publishing contract
without the medium-term retention & monetization
metrics is extremely low. However, an important
exception to note when it comes to raising
investment — new star teams originating from large
and successful studios. Therefore, a lean approach
to managing operating costs makes perfect sense.
— Looking at the worldwide top-100 list of mobile
games by revenue, only 7 titles were released
in 2023. Big studios created all these projects;
most of them are from Asian teams, and only
2 of them are not MMORPGs (AppMagic).
Considering the current discoverability challenges
on mobile, the chances of successfully launching
a new game by a small studio without a major
partner and large marketing budgets tend to be
close to zero.
— The F2P market on PC & Consoles is extremely
competitive and consolidated by several of the
largest titles. Only 1 game released in 2022/2023
on Steam managed to reach the top 10
by average
CCU —
The Finals
. It leads to F2P PC/Console
titles being a very risky bet, and we’ve seen many
studio and project closures that were referred to
this trend (
Hyenas
by SEGA is a shining one).
— The number of Asian developers interested
in the Western market is growing. The increased
competition in the local markets makes Asian
developers explore opportunities among
the Western audience. Plenty of projects
are interested in scaling globally and adapting
their gameplay loops and visual style to serve
the needs of a broader audience.
Message from our Partner
MY.GAMES
NIKITA MATSOKIN
MY.GAMES Venture Capital
Executive Director
nikita.matsokin@my.game
s
MY.GAMES has recently shaped a new pillar:
Mobile Publishing. MY.GAMES is uniquely
positioned to offer top-notch publishing
for mobile games based on our seasoned
MY.GAMES Venture Capital team with a solid
track record of successful collaboration
with partner development studios to streamline
the evolution and growth of their products.
Within the publishing partnership
with MY.GAMES studios receive access
to all the resources, infrastructure solutions,
and experienced marketing and business
development teams that contribute to the growth
of such successful titles as
War Robots
,
Rush
Royale
,
Grand Hotel Mania
, and more.
Esports
32
Appendix
Methodology & Glossary
The private data contained in this report
is based on information from sources
believed to be reliable, but we can’t
guarantee accuracy and completeness.
Sources include public media, our business
partners, and market insights.
InvestGame tracks closed transactions
(unless otherwise noted) in the Video Games
industry, with target companies having core
business operations related to the Video
Games market. We do not track pure
gambling, betting, and non-gaming
blockchain
/
web3 companies.
Late-stage VC
Corporate
Early-stage VC
Fixed income
IPO, SPAC
PIPE, other
Deal Types Overview
Control
Minority
— Control M&As
—
mergers and acquisitions
resulting in the change of control
(50%+ ownership)
— Minority M&As
—
sale of a minority stake
in the business
— Early-stage VC
—
pre-Seed, Seed,
and Series A rounds with a lead VC fund
— Late-stage VC
—
Series B, Series C,
and later-lettered venture rounds
— Corporate Investments
—
investments
with a lead investor being a strategic/CVCs
— IPOs
—
the process of a company going
public, including IPOs, SPACs, and direct
listings
— PIPE, other
—
private investment in public
equity, direct share issue, and other
transactions with publicly traded stock
— Fixed income
—
debt-related instrument
with fixed payments and interest payments
Deal Type Terms Glossary
Target’s Sector Overview
Hardware
Other
Cash-related
PC
&
Console
Multiplatform
Mobile
Outsourcing
VR/AR
Platform
Tech
VR/AR
Blockchain-powered
The information, opinions, estimates,
and forecasts contained herein
are as of the date hereof and are subject
to change. We seek to update our
research as appropriate.
Gaming
Platform
& Tech
Other
M&As
Private
Investments
Public
Offerings
VC Ratings Calculation
Typically, funds do not publicly disclose
their individual participation in financing
rounds. Therefore, we do not track the exact
investment amounts by each fund; instead,
we consider the entire round size
in our ranking calculations. Our priority lies in
the total number and value of the deals
a fund participates in while also emphasizing
the value and count of deals where the fund
takes a leading role.
Our historical datasets undergo ongoing
revisions to integrate newly gathered data
and updates from our partners.
This report is intended for general information
purposes only and is educational in nature;
it is not a solicitation or an offer to buy or sell
any financial instruments or to participate
in any particular trading strategy. Nothing
in this
document constitutes a personal
recommendation, or a piece of legal
or professional advice.
You agree not to copy, revise, amend, or create
a derivative work, provide it to any third party,
or commercially exploit any InvestGame
research. You shall not reproduce data in any
form or by any means without the prior written
consent of InvestGame.
We would love to thank our dear friends
at
MY.GAMES
and
Taylor Wessing
for
supporting this report. Please note that this
support did not affect the integrity or
fairness of the data and analysis.
Digest
Patreon
33
Disclaimer
Appendix
This document is for distribution only, as may be
permitted by applicable local laws. It is not
directed to or intended for distribution
to or use by any per son or entity who
is a citizen or resident of or located in any state,
country, or other jurisdiction where such
distribution, publication, availability, or use would
be contrary to law or regulation or would subject
InvestGame to any registration or licensing
requirement within such jurisdiction.