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

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

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

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

  • Gaming 2013: Investment and M&A Analysis, Industry Trends, and Market Outlook http://mindcommerce.com/Publications/Gaming2013_InvestmentM%26A_MktOutlook.php Published: Nov 2013 Single User: $995.00 Pages: 41 Order Now Company Wide:$2,995.00 Order Now Team License:$1,995.00 Order Now 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 analyzes 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.      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: 1.0 EXECUTIVE SUMMARY 5 2.0 GAMING INVESTMENT TRENDS 2013 7 2.1 SECOND SCREEN INCLUDING MOBILE DEVICES AND TV 7 2.2 SOCIAL VS. GAME NETWORK 7 2.3 GAMING DEALS 8 2.4 POST ZYNGA ERA IN MIDDLEWARE GAMIFICATION & SOCIAL ELEMENTS INTEGRATION 8 3.0 GAMING INDUSTRY TRASITION AND FRAGMENTATION ANALYSIS 9 4.0 GAMING SECTOR AND BUSINESS MODEL ANALYSIS 13 5.0 VALUE VS. VOLUME REGIONS 17
  • 6.0 MERGER & ACQUISITION (M&A) REVIEW AND ANALYSIS 20 7.0 GAMING VENTURE CAPITAL (VC) REVIEW AND ANALYSIS 25 8.0 8.1 8.2 8.3 CROWDFUNDING TREND AND CASE ANALYSIS 27 KICKSTARTER PERFORMANCE 27 APPGENIUS WITH GETFUNDED.COM 28 POPPY WITH KICKSTARTER FOR AR GAMES 28 8.4 9.0 9.1 9.2 GOLDEN FINGERS WITH INDIEGOGO.COM FOR WRITEON GAME 28 INVESTMENT CASE ANALYSIS 29 IBM FOUNDER FAMILY ON PLAYDEMIC FOR SOCIAL GAME 29 ZATTIKKA ACQUISITION OF HATTRICK, CONCEPT ART HOUSE AND SNEAKY GAMES 29 9.3 SUPERCELL FUNDING AND TREND AROUND FREEMIUM MODEL 30 9.4 IMI.VC INVESTMENT FOR GAME INSIGHT 30 9.5 ROCK GAMING INTEREST ON CAESARS INTERACTIVE 30 9.6 NEXON INVESTMENT TO RUMBLE ENTERTAINMENT, ROBOTOKI, SHIVER ENTERTAINMENT, AND SECRETNEWCO 31 10.0 CONCLUSION AND OPPORTUNITY ANALYSIS 32 10.1 OPPORTUNITY CHART BY GAMING SECTORS 32 10.2 OPPORTUNITY IN MOBILE AND TABLET GAMING PLATFORM 33 10.2.1 ONLINE AND MOBILE GAME COMPANY 33 10.2.2 CONSOLE GAME COMPANY 33 10.2.3 INDEPENDENT GAME COMPANY 33 10.2.4 TELECOM AND DISTRIBUTION COMPANY 33 10.2.5 VENTURE CAPITAL FIRMS 33 10.2.6 PRIVATE EQUITY FIRMS 34 10.3 OPPORTUNITY IN SOCIAL AND CASUAL GAMING SECTOR 34 10.3.1 ONLINE AND MOBILE GAME COMPANY 34 10.3.2 CONSOLE GAME COMPANY 34 10.3.3 INDEPENDENT GAME COMPANY 34 10.3.4 TELECOM AND DISTRIBUTION COMPANY 35 10.3.5 VENTURE CAPITAL FIRMS 35 10.3.6 PRIVATE EQUITY FIRMS 35 10.4 OPPORTUNITY IN MMO SECTOR 35 10.4.1 ONLINE AND MOBILE GAME COMPANY 35 10.4.2 CONSOLE GAME COMPANY 36 10.4.3 INDEPENDENT GAME COMPANY 36 10.4.4 TELECOM AND DISTRIBUTION COMPANY 36 10.4.5 VENTURE CAPITAL FIRMS 36 10.4.6 PRIVATE EQUITY FIRMS 36 10.5 OPPORTUNITY IN CONSOLE AND PC GAMING SECTOR 37 10.5.1 ONLINE AND MOBILE GAME COMPANY 37
  • 10.5.2 CONSOLE GAME COMPANY 37 10.5.3 INDEPENDENT GAME COMPANY 37 10.5.4 TELECOM AND DISTRIBUTION COMPANY 37 10.5.5 VENTURE CAPITAL FIRMS 38 10.5.6 PRIVATE EQUITY FIRMS 38 10.6 OPPORTUNITY IN MIDDLEWARE SECTOR 38 10.6.1 10.6.2 10.6.3 10.6.4 ONLINE AND MOBILE GAME COMPANY 38 CONSOLE GAME COMPANY 38 INDEPENDENT GAME COMPANY 38 TELECOM AND DISTRIBUTION COMPANY 38 10.6.5 VENTURE CAPITAL FIRMS 38 10.6.6 PRIVATE EQUITY FIRMS 38 10.7 OPPORTUNITY IN ADVERTISING 39 10.7.1 ONLINE AND MOBILE GAME COMPANY 39 10.7.2 10.7.3 10.7.4 10.7.5 CONSOLE GAME COMPANY 39 INDEPENDENT GAME COMPANY 39 TELECOM AND DISTRIBUTION COMPANY 39 VENTURE CAPITAL FIRMS 39 10.7.6 PRIVATE EQUITY FIRMS 39 11.0 RECOMMENDATIONS AND GUIDNACE FOR 2014 AND BEYOND 40 11.1 GAME COMPANIES TO ATTRACT INVESTMENT 40 11.2 INVESTORS TO CHOOSE PROFITABLE SECTOR 41 Figures Figure Figure Figure Figure Figure Figure Figure Figure Figure Figure Figure Figure Figure Figure Figure Figure 1: Apps Category vs. Gaming Apps Usage 2013 9 2: Mobile Game vs. Non-Game Mobile App Revenue 2010 – 2013 10 3: Gaming Companies Spotted in the Market Fragmentation Chart 12 4: Communal Gameplay Trend 2013 13 5: Communal Game Revenue Trend 2013 14 6: Business Model Trend 2013 – 2016 15 7: Gaming Investment Trend in Sectors 2013 15 8: Selected Gaming Investment & Values 2013 16 9: Top Countries under Value vs. Volume Regions 17 10: Unique Natures of Value vs. Volume Markets 18 11: Gaming Revenue Trend in Regions 2007 – 2016 18 12: Global Video Games Revnue Trend 2007 – 2016 19 13: Global Video Game Investment vs. M&A Volume (ex-IPOS) 2005 – 2013 20 14: Global Video Game Investment vs. M&A Vloume (inc-IPOs) 2005 – 2012 20 15: M&A Volume Trend in Gaming Sectors 2012 21 16: M&A Volume Trend in Gaming Sectors 2013 21
  • Figure 17: Selected M&A Deal Value 2013 23 Figure 18: Selected Gaming Consolidation 2013 24 Figure Figure Figure Figure Figure 19: 20: 21: 22: 23: Game Sector among Total Mobile VC Ecosystem Q1 2013 25 Mobile Game VC Investment 2010 – till Q3 2013 26 VC Investment in Social Gaming 2010 – till Q3 2013 26 Kickstarter Performance by Game Sector vs. Value Range 2012 27 Gaming Sectors in Consolidation and Investment Chart 2014 and Beyond 32 Contact: Kabir Ahmad, Email: kabir@mindcommerce.com