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Gaming 2013: Investment and M&A Analysis, Industry Trends and Market Outlook

Published

November 2013

Pages

41

Pricing

Single-user License: $ 995 USD
Company-wide License: $ 2,995 USD
Team License (Up to 5 Users): $ 1,995 USD

Keywords

Gaming, Online Gaming, Mobile Gaming, Console Gaming, Gamification, Gaming Investment, Gaming Deals, Gaming M&A, Gaming Outlook

Overview

The gaming sector continues to represent a high growth and value sector within the digital entertainment realm. However, certain sub-segments stand-out in terms of anticipated high growth potential.

Investment trending in the gaming sector had reshaped to some degree in terms of value vs growth in the post-Zynga era. Investments in gaming indicated signs of slumping, but gained confidence earlier in the year as evidenced by certain deal making in terms of investment and M&A. Certain gaming sub-sectors, particularly mobile, mobile-social, TV-integrated game, and middleware technology, have indicated promise for 2014 and beyond.

This research evaluates the gaming investment and M&A trends during the period 2010-2013. The report analyses the transition of gaming business models in different gaming sectors and the impact on investment market. The role of alternative financing as a bridge to institutional investment for the gaming sector including the trending social, casual, and MMO categories. The report also evaluates major gaming M&A and investment deals from the perspective of the impact on current landscape and anticipated future market direction.

The report includes recommendations and guidance for gaming companies to attract funding and investors to choose optimal gaming sub-sectors in 2014 and beyond. The report coverage includes various usage modalities such as mobile, wireless tablet, console, and PC, as well as the influence of middleware and advertising sub-sectors

See Table of Contents for complete list of areas covered.

Target Audience

  • Digital entertainment companies
  • Data and telecommunication service companies
  • Providers of digital content, commerce and applications
  • Investment community including private equity and hedge funds
  • Gaming companies of all types including online, mobile and console

Companies in Report

Activision-Blizzard, AppGenius, Apple, Boomzap Entertainment , Caesars Interactive, Chillingo, Concept Art House , DeNA, Disney, Double Down Interactive, DraftKings, Electronic Arts, Epic, Facebook, GaiKai, Gamble World, Game Insight, GetFunded.com, Gigya, Gloops, Golden Fingers, Google, GREE, GungHo Entertainment, Hattrick, Heyzap, IBM, IGT, IMI.VC , Indiegogo.com, KakaoTalk, Kickstarter, King, Kwarter, Line, Microsoft, Mobage, MOVL, Natural Motion, NCSoft, Nexon, NgMoco, Nintendo, Playdemic, Playdom, Playfish, Playspan, Pokelabo, PopCap, Poppy, PrePlay, Robotoki, Rock Gaming, Rumble Entertainment, SecretNewCo, Shiver Entertainment, Sneaky Games, SoftBank, Sony, Supercell, Tencent, Twitch, Unity, Visa, WeChat, WhatsApp, Wooga, Zattikka, Zynga

Table of Contents

  • Executive Summary
  • Gaming Investment Trends 2013
  • Second Screening including Mobile Devices and TV
  • Social vs Game Network
  • Gaming Deals
  • Post Zynga Era in Middleware Gamification and Social Elements Integration
  • Gaming Industry Transition and Fragmentation Analysis
  • Gaming Sector and Business Model Analysis
  • Value vs Volume Regions
  • Merger and Acquisition (M&A) Review and Analysis
  • Gaming Venture Capital (VC) Review and Analysis
  • Crowdfunding Trend and Case Analysis
  • Kickstarter Performance
  • AppGenius with GetFunded.com
  • Poppy with Kickstarter for AR Games
  • Golden Fingers with Indiegogo.com for Writeon Game
  • Investment Case Analysis
  • IBM Founder Family on Playdemic for Social Game
  • Zattikka Acquisition of Hattrick, Concept Art House and Sneaky Games
  • Supercell Funding and Trend Around Freemium Model
  • IMI.VC Investment for Game Insight
  • Rock Gaming Interest on Caesars Interactive
  • Nexon Investment to Rumble Entertainment, Robotoki, Shiver Entertainment and SecretNewCo
  • Conclusion and Opportunity Analysis
  • Opportunity Chart by Gaming Sectors
  • Opportunity in Mobile and Tablet Gaming Platform
  • Online and Mobile Game Company
  • Console Game Company
  • Independent Game Company
  • Telecom and Distribution Company
  • Venture Capital Firms
  • Private Equity Firms
  • Opportunity in Social and Casual Gaming Sector
  • Online and Mobile Game Company
  • Console Game Company
  • Independent Game Company
  • Telecom and Distribution Company
  • Venture Capital Firms
  • Private Equity Firms
  • Opportunity in MMO Sector
  • Online and Mobile Game Company
  • Console Game Company
  • Independent Game Company
  • Telecom and Distribution Company
  • Venture Capital Firms
  • Private Equity Firms
  • Opportunity in Console and PC Gaming Sector
  • Online and Mobile Game Company
  • Console Game Company
  • Independent Game Company
  • Telecom and Distribution Company
  • Venture Capital Firms
  • Private Equity Firms
  • Opportunity in Middleware Sector
  • Online and Mobile Game Company
  • Console Game Company
  • Independent Game Company
  • Telecom and Distribution Company
  • Venture Capital Firms
  • Private Equity Firms
  • Opportunity in Advertising
  • Online and Mobile Game Company
  • Console Game Company
  • Independent Game Company
  • Telecom and Distribution Company
  • Venture Capital Firms
  • Private Equity Firms
  • Recommendations and Guidance for 2014 and Beyond
  • Game Companies to Attract Investment
  • Investors to Choose Profitable Sector

List of Figures

  • Figure 1: Apps Category vs Gaming Apps Usage 2013
  • Figure 2: Mobile Game vs Non-Game Mobile App Revenue 2010-2013
  • Figure 3: Gaming Companies Spotted in the Market Fragmentation Chart
  • Figure 4: Communal Gameplay Trend 2013
  • Figure 5: Communal Game Revenue Trend 2013
  • Figure 6: Business Model Trend 2013-2016
  • Figure 7: Gaming Investment Trend in Sectors 2013
  • Figure 8: Selected Gaming Investment and Values 2013
  • Figure 9: Top Countries under Value vs Volume Regions
  • Figure 10: Unique Natures of Value vs Volume Markets
  • Figure 11: Gaming Revenue Trend in Regions 2007-2016
  • Figure 12: Global Video Games Revenue Trend 2007-2016
  • Figure 13: Global Video Game Investment vs M&A Volume (ex-IPOS) 2005-2013
  • Figure 14: Global Video Game Investment vs M&A Volume (inc-IPOs) 2005-2012
  • Figure 15: M&A Volume Trend in Gaming Sectors 2012
  • Figure 16: M&A Volume Trend in Gaming Sectors 2013
  • Figure 17: Selected M&A Deal Value 2013
  • Figure 18: Selected Gaming Consolidation 2013
  • Figure 19: Game Sector among Total Mobile VC Ecosystem Q1 2013
  • Figure 20: Mobile Game VC Investment 2010 - till Q3 2013
  • Figure 21: VC Investment in Social Gaming 2010 - till Q3 2013
  • Figure 22: Kickstarter Performance by Game Sector vs Value Range 2012
  • Figure 23: Gaming Sectors in Consolidation and Investment Chart 2014 and Beyond