Today top-10 players already control more than 70% of the market. The top 3 players (Tencent, Sony and Microsoft)
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Newzoo “Top 25 Companies Game Revenues
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Newzoo “Top 25 Companies Game Revenues
comprise ~40% (contingent on Microsoft completing the acquisition of gaming company Activision-Blizzard).
Game publishers follow two main paths in their M&A strategies:
1. Consolidation of game development
Gaming companies are consolidating to achieve economies of scale and support the increasing costs of game development. Such scale also facilitates experimentation with new intellectual properties to ensure success in the medium- and long-term. Both Microsoft and Sony are building gaming ecosystems:
- Microsoft's move to acquire Activision-Blizzard is a direct play to strengthen its gaming portfolio, which already includes cloud services and the Xbox console, and to provide a seamless gaming experience across mobile devices.
- Sony is focusing on acquiring studios such as Bungie, and mobile developers like Savage Game Studios, to expand its offerings and enhance its console business with a single pass experience.
- Other players in the industry are also acquiring promising studios, sometimes as a means of entering the mobile market. For example, Take-Two and Zynga have both acquired studios, and EA has acquired Glu Mobile.
2. Extension of internal capabilities
As games become more complicated, game publishers also seek to extend their reach along the value chain, especially parts related to technologies embedded in the games.
One good example is in-game advertising. As games become even more immersive, lengthen their life cycles, and encourage players to spend more time, it highlights the opportunity to leverage space in PC/console games for advertising. Currently games either do not have ads (mostly AAA PC/console games) or feature pre-agreed product placement. However, new technology can allow personalized advertising in real time, and thus boost games’ advertising revenues (e.g., a billboard in a game can contain actual ad that is personalized to a player). Game engine Unity and app economy developer AppLovin's attempts to merge with IronSource illustrate this trend.
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Calcalistech “Unity chooses ironSource merger over AppLovin takeover”
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Calcalistech “Unity chooses ironSource merger over AppLovin takeover”
Another example is motion tracking and facial animation technologies. As PC/console games rely on these technologies to build an immersive experience, access to advanced and unique solutions is a critical success factor. That is one of the reasons behind game publisher Take-Two Interactive’s acquisition of Dynamixyz, a company focused on cutting-edge facial recognition technology.
New use cases
Gaming is not just affected by technologies, but also drives innovation and experiments with new offerings. This is especially true in areas like cloud solutions, the Metaverse, and blockchain:
- Cloud-gaming. Enterprises employ cloud solutions to lower IT costs, but consumer use is limited. Popular MOBA, FPS, and BR games requiring low latency may drive increased consumer cloud adoption as it eases end-user device requirements and allows top game play even with inexpensive hardware. This trend is long-term, requiring significant infrastructure investments like 5G networks and edge data centers. Gaming company growth and market growth may accelerate consumer adoption of cloud technology once such infrastructure is in place.
The Metaverse. The concept is a virtual world with its own economy, built upon Virtual Reality, Augmented Reality, and Non-Fungible Tokens (NFT). Gaming has a significant influence on the Metaverse, having first created the concept decades ago. Games like Second Life and World of Warcraft established compelling places for players to spend time and multiple digital items to acquire, which the Metaverse seeks to re-establish with more advanced technology.
Today there are many potential Metaverse use cases, though games remain central to driving early adoption and attracting a wider audience. Recent examples of the intersection between gaming and the Metaverse:
- Since 2020, the music industry has taken new notice of platforms like Fortnite, Roblox, and Minecraft. Epic Games’ Fortnite has held virtual performances for Travis Scott, Ariana Grande and Charlie Puth – with players convening in-game to attend a concert.
- Part game platform, part game creator, Roblox (which allows users to create their own “worlds” and games for people to interact with) has nurtured a community of 164 million consumer-creators with over 58 million DAU,
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Statista
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Statista
developing and sharing content with one another.
In addition, the gaming sector is instrumental in making the Metaverse a reality. The Metaverse faces several challenges, such as enabling multiple people to interact in virtual reality simultaneously. Gaming technology is crucial in overcoming these challenges. For example, game engines like Unity or Unreal Engine are essential for real-time 3D rendering, while rendering and tracking technologies like OptiTrack or Vicon are vital for proper functioning of VR cameras.
- Play-to-Earn Gaming (NFTs/Blockchain). In 2017, CryptoKitties introduced a new model for gaming with NFTs. Dapper Labs raised $725M in 2022 for the game . Web3 games, like CryptoKitties and NFL Rivals, use blockchain and a decentralized approach but face challenges with speed and usability. The play-to-earn gaming ecosystem saw a drop in user activity in 2022, but companies are still working to create games that reward players with tokens. The play-to-earn crypto games' success is worth observing closely.
How do these play together?
Many factors and different dynamics move the gaming market. Microsoft is a one example to look at as we try to imagine the gaming offering of the future. The company is currently building on all the key trends, with the result that:
- Xbox is one of the leading consoles, with multiple games offered.
- Activision-Blizzard can enhance the games offered.
- Minecraft is the source for user-generated content in games and innovation.
- Microsoft Cloud Azure provides infrastructure to boost the cloud gaming offering.
- HoloLens allows experimentation with the Metaverse, building on gaming use cases and technologies.
Its portfolio of assets allows Microsoft to create a single convenient subscription to access all of its offerings at a better value price for the consumer. It also gives Microsoft a "flywheel" with multiple data and income streams increasing the value of its overall offering.
Entering the Playing Field
Companies from many different industries are expressing strong interest in entering the gaming sector. Their rationale ranges from opportunistic investments to participate in the growth opportunities, to strategic investments to drive synergies with core businesses through IP and technology, brand positioning, or additional monetization.
Investors can consider gaming companies to diversify their portfolio and participate in the promising sector growth.
- A strong catalyst to growth was not only the increase in demand for gaming during the pandemic, but also the U.S. money supply increase which led to a 2020 spending rally. Investment in gaming went from $1.6 billion in 2019 to $4.7 billion in 2020
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Maddyness “Pitchbook Data”
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Maddyness “Pitchbook Data”
.
- Gaming focused VC funds are growing around the world. U.S. based VC Bitkraft raised $165 million against a $125 million goal in 2020. Luxembourg based Hiro Capital and an Indian based fund called Lumikai similarly exceeded their targets. Venture capital firm Griffin Gaming Partners has launched a mammoth and oversubscribed $750 million fund focused on the gaming business and adjacent sectors such as tools and platforms, including the fast-emerging blockchain-based segment
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Forbes
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Forbes
.
Media companies can benefit from incorporating gaming IP and broader gaming concepts into their offerings. Netflix serves as a prime example of this strategy, having:
- Created multiple videos based on popular game IPs (e.g., Witcher, Arcane, Cyberpunk 2077) to attract new audiences and keep them engaged.
- Included exclusive games in its subscription video on demand offering, like Minecraft: Story Mode and Stranger Things 3: The Game. It also boosted its gaming division with the Next Games acquisition, already offering 48 games on mobile.
- While the success of this strategy is yet to be determined, it shows a potential opportunity for media companies to explore.
IP owners can benefit from acquiring gaming companies and using their IP to create a strong, diversified revenue stream across various channels. For example:
- Tencent grew the popular game League of Legends in China, and created an ecosystem where the same IP is leveraged across different media channels and licensed to both internal and external parties for e-commerce and other purposes.
- Disney actively leverages its IP across media platforms, including its amusement parks and Disney+ subscription bundle.
- IP owners can also follow this trend and build on it, as seen with the example of The Witcher, which started as a book, became a game, and then a successful TV show.
Technology companies can find synergies between their own assets and the gaming industry by creating a compelling ecosystem value proposition. For example:
- Amazon has leveraged its acquisition of Twitch, a popular live streaming platform for gamers, by incorporating it into its Amazon Prime offering. This not only provides benefits for gamers, but also increases spend and boosts retention among its members.
- Apple has bundled its various services, including music, video, magazines, gaming, fitness, and cloud storage, into one subscription in order to boost retention. They have also invested heavily in a mixed reality headset, with gaming being a key use case.
- Facebook-owned Meta has infused game streaming into its social network as a type of content that users can browse for and see in their thread. It also has the most advanced VR headset and actively promotes Metaverse topics, where gaming is a critical use case.
- ByteDance, the company behind TikTok, is planning a strong push into gaming,
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Reuters
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Reuters
exploring the opportunity to drive more gaming content on its platform through dedicated challenges with game-related themes. It has already acquired Moontoon, which developed a very popular game called ML:BB (Mobile Legends Bang Bang).
Telecom operators (telcos) have various options to enter the gaming field, though selection largely depends on their specific circumstances. For example:
- Partnership with leading gaming companies to provide customers with access to exclusive game releases, in-game advertisements of the operator's own products, direct carrier billing (DCB) for popular games, or making unique access to some games a part of their tariffs (e.g., KPN in the Netherlands offers tariffs with access to in-game items).
- Cloud gaming offering by partnering with international providers, leveraging existing network infrastructure (e.g., LG U+ partnered with NVIDIA, Deutsche Telekom offers a cloud gaming service offering with over 100 gaming titles).
- Own gaming business, though there are limited successful examples among telcos (e.g., Telkomsel launched Shellfire, a popular mass online battle arena and FPS game).
- Investments in esports to promote the brand to a younger audience (e.g., SK Telecom built their own esports team that has won multiple global tournaments; Ooredoo followed the same path in the Middle East)
Irrespective of the sector, one important factor to consider is the geographical market for such investments. While China and Western markets seem to be obvious candidates, the Middle East has growth potential driven by two fundamental factors. Firstly, its demographics trend toward a young digital savvy audience that actively consumes gaming content. Out of 35M people in Saudi Arabia, 23.5M (67%) identify themselves as game enthusiasts. This creates a sizeable market not only for gaming, but also for many brands that target this audience.
Secondly, we see substantial governmental efforts to establish a thriving gaming industry. For instance:
Saudi Arabia’s Public Investment Fund (PIF) invested over $3 billion in 2022 to develop the sector, which is part of a significantly bigger $38 billion commitment by PIF to be deployed by its company Savvy Games Group (SGG) for M&A only.
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Alarabiya
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Alarabiya
Savvy already started utilizing those funds with acquisition of game developers (8.1% stake in Embracer Group
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Owner of 120 game studios and IP rights for Lord of the Rings
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Owner of 120 game studios and IP rights for Lord of the Rings
for $1 billion, Scopely
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Develops and publishers free-to-play games such as Marvel Strike Force
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Develops and publishers free-to-play games such as Marvel Strike Force
for $4.9 billion), leading esports events operators globally (ESL and FACEIT for $1.5 billion)
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Operates major esports events in multiple games such as CS:GO, Dota2 and multiple mobile games
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Operates major esports events in multiple games such as CS:GO, Dota2 and multiple mobile games
and China (became the largest equity holder in VSPO
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Operates major esports leagues in Asia (King Pro League, Honor of King) and has long-term partnerships with all key Chinese game publishers (Tencent, Garena and Krafton)
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Operates major esports leagues in Asia (King Pro League, Honor of King) and has long-term partnerships with all key Chinese game publishers (Tencent, Garena and Krafton)
for $265 million), and technology companies (Vindex).
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Offers content production for events and analytics in gaming, streaming and esports
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Offers content production for events and analytics in gaming, streaming and esports
In addition, SGG has multiple other initiatives that will be delivered through five of their subsidiaries:
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Venturebeat
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Venturebeat
- Nine66, a professional services provider for game developers
- VOV, an architectural firm specializing gaming and esports venues
- An upcoming studio that will publish mid/core games
- ESL FACEIT Group (EFG), the esports tournament conglomerate formed from the merger between ESL Group (ESL and DreamHack) and FACEIT
- Savvy Games Fund – Savvy’s investment arm that will focus on establishing developers in Saudi Arabia.
- Abu Dhabi Gaming aims to make Abu Dhabi a leading hub for gaming and esports. They collaborate with regulators on dedicated legislation and provide infrastructure for companies. AD Gaming partners with industry players like Ubisoft and Unity, offers in-house support, and organizes events like Yas Gaming Month to build the community.
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Abu Dhabi Gaming
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Abu Dhabi Gaming
Looking Forward
Satya Nadella, CEO of Microsoft said: “Gaming is the most dynamic and exciting category in entertainment across all platforms. We’re investing deeply in world-class content, community, and the cloud to usher in a new era of gaming that puts players and creators first.”
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Microsoft News “Microsoft to acquire Activision Blizzard to bring the joy and community of gaming to everyone, across every device”
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Microsoft News “Microsoft to acquire Activision Blizzard to bring the joy and community of gaming to everyone, across every device”
Gaming has been on the rise and is destined to outperform other sectors in the media industry in the next decade. And while gaming is itself evolving quickly, it will also shape other media and technology sectors due to its:
- Access to a wide audience (especially Gen Z) and new ways of interacting with them
- Valuable IP
- Immersive content and storytelling
- Advanced technology stack that can enable a variety of Metaverse and other use cases.
As part of BCG’s series of gaming reports, our next report will focus on Esports, an important part of the sector that is revolutionizing the way consumers engage with video games.