This document provides an overview of the digital gaming industry in winter 2020. It discusses the growing size and revenue of the digital gaming universe, which is expected to reach $152.1 billion in 2019. Mobile gaming continues growing in popularity, and the United States and China dominate the global gaming market with nearly 50% of revenue. The professional esports scene and streaming of games are also expanding rapidly. The document analyzes trends in hardware, software, and key public companies in the industry.
"The Digital Gaming industry continues to be a juggernaut in the face of the pandemic, with 2Q ushering in unprecedented earnings growth, soaring game and console sales, and record viewership across streaming platforms. While the momentum in the overall gaming industry is undeniable, Forbes believes that there are cracks in the façade, particularly related to the esports sector. We touch on this potential bubble on p.13 and will be publishing a report specifically on this topic in the coming month.” - JJ Lane, Head of Forbes M+A Digital Gaming Group
Mobile Gaming Asia: Market and Forecast AnalysisKabir Ahmad
Mobile gaming is enjoying solid growth in terms of revenue and market share. It is estimated to hit $54 Billion global market
value by 2015. The Asian region leads the mobile gaming market with approximately 40% market stake. The greater Asia Pacific
region as well as emerging markets such as the Middle East are also high growth areas.
This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile
gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobile
gaming technologies, new media and its dynamics with mobile gaming business. The report includes mobile game development
companies, key mobile gaming business drivers, global and Asian gaming business prospects, prospects by country and
telecom operator. The report also includes analysis of the gaming business value chain and developing trends.
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
"The Digital Gaming industry continues to be a juggernaut in the face of the pandemic, with 2Q ushering in unprecedented earnings growth, soaring game and console sales, and record viewership across streaming platforms. While the momentum in the overall gaming industry is undeniable, Forbes believes that there are cracks in the façade, particularly related to the esports sector. We touch on this potential bubble on p.13 and will be publishing a report specifically on this topic in the coming month.” - JJ Lane, Head of Forbes M+A Digital Gaming Group
Mobile Gaming Asia: Market and Forecast AnalysisKabir Ahmad
Mobile gaming is enjoying solid growth in terms of revenue and market share. It is estimated to hit $54 Billion global market
value by 2015. The Asian region leads the mobile gaming market with approximately 40% market stake. The greater Asia Pacific
region as well as emerging markets such as the Middle East are also high growth areas.
This report represents a comprehensive analysis of mobile gaming opportunities in Asia. It provides insights into the mobile
gaming business and analysis of current limitations, challenges, and opportunities. The report evaluates current and future mobile
gaming technologies, new media and its dynamics with mobile gaming business. The report includes mobile game development
companies, key mobile gaming business drivers, global and Asian gaming business prospects, prospects by country and
telecom operator. The report also includes analysis of the gaming business value chain and developing trends.
Let the games begin - Insights into the Gaming IndustryBharath Rao
A knowledge scoop presentation series was presented by me within my team here at EY providing insights on the following:
- About the Gaming Industry
- Business Perspective and monetization within the Gaming Industry
- Cyber Security and Safety insights
Access the recording using the Youtube link below:
https://youtu.be/GpD3pXpNuoo
Unstoppable Rise of Competitive Gaming on Mobile | Tom WijmanJessica Tams
Delivered at Casual Connect Europe 2018. Competitive gaming is the latest trend in mobile gaming, bringing the ‘core’ gaming experience from PC and Console to mobile devices. In this talk, Tom Wijman will examine the rise of competitive gaming, the trends that are driving it, and what this means for mobile gaming as a whole. He will also explore the impact that the growth of competitive gaming is having on mobile esports and how this differs between the East and the West.
My analysis of the eSports market. If you like my research, you will probably also like my technology newsletter! Feel free to reach out at lakshman111@gmail.com if you want to be added or just have general comments on the research.
Here is my last newsletter: http://us8.campaign-archive1.com/?u=ff23279fa1f2286aa84dc81de&id=87cfab8a27&e=[UNIQID]
Unlike the broader PC market, which continues shrinking, gaming PC sales are projected to increase over the next couple of years. According to NVIDIA, PC gaming accounts for nearly 40% of the overall gaming business. This percentage is higher than those for consoles, phones, tablets, phones, or any other individual gaming fragment.
PC gaming has seen a renaissance, partly thanks to superior graphics and processing but also the meteoric rise of the eSports scene and free-to-play games. Jon Peddie, president of Jon Peddie Research (JPR), notes that “NVIDIA, Intel, and AMD have enthusiast CPUs and GPUs that are so powerful, when combined with SSD’s and fast memory they absolutely trounce the computing power and gaming capabilities of the newest console generation.”
Gaming has become one of the cornerstones of the entire home and personal PC market. $1000 video cards are flying off the shelves, exciting and demanding new technologies like 4K and VR are on the horizon, and gamers are upgrading in accordance. As major companies evaluate their marketing and R&D budgets, JPR is seeing more investment in gaming oriented designs, and more money spent advertising to this group of consumers. JPR estimated that the gaming hardware market is expected to grow to $30 billion by 2018.
Now, the PC industry is betting BIG on gamers and core gamers are expected to drive recorded growth for PC games. In this report, I hope you can learn how eSports are saving the PC industry and how PC hardware vendors can take advantage of this growing opportunity.
The landscape of online gambling in China
How much do you know about fantasy eSports in China?
Where do you feel the biggest opportunity is to gain brand awareness in China for gaming business?
How would you get creative and leverage your past contacts/connections for ways to generate leads that then the gaming co. could then try to convert?
How would you send traffics to gaming website and estimated volume?
If you had 1M RMB to build an acquisition strategy, where would you spend the money? What would you hope to get at the end and how would you measure the ROI?
What you would like to contribute for quick-wins
Player Acquisition Through Effective Branding: GiGse 2014Income Access
This presentation was originally developed for the Global Interactive Gaming Summit and Expo (GiGse) 2014 and was presented in a panel on player acquisition by Nicky Senyard, CEO of Income Access Group.
GiGse 2014 Recap – Day Two
Day Two has come and gone – it’s hard to believe that we only have one more day left of GiGse! Yesterday was even more action-packed and successful than day one. The highlight was definitely the panel on player acquisition strategies through digital marketing techniques during which Nicky, our CEO, gave a presentation.
The main topics of discussion included the regulated market landscape in the US, marketing opportunities and hurdles, the effect of social gaming on real-money gaming (RMG), what else the US market offers, and what advice we can heed from the EU market.
Yesterday’s panel offered insights on how operators and affiliates should be approaching the US market. Of note was the important role that social gaming and other alternatives within the iGaming space, namely horse racing and fantasy sports, will play. The key, however, is to combine innovative digital marketing techniques to acquire customers and increase CRM.
Other interesting presentations included a talk by Frank Pracukowski of Foxwoods Interactive, who compared the story of Blockbuster and Netflix with the current reluctance of land based casinos to evolve within the digital space. Today there will be panels on lotteries, the legislative progress in California and a full slate of social gaming offerings at the Social Casino Summit - an exciting day all in all!
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
Casinos: The New Gold Rush For Developers? | Darion LowensteinJessica Tams
Delivered at Casual Connect Tel Aviv 2016. Casinos have been fighting an age crisis: 21-45 year olds generally do not gamble. Gamblit Gaming has been leading the charge to bring mobile and arcade style games onto the floor with products that appeal to them. With announcements like Jetpack Joyride, Into The Dead, and Catapult King, Gamblit CMO and gaming industry vet Darion Lowenstein will discuss the benefits and difficulties of taking hit mobile games into the casino world in this honest, developer-targeted talk.
State of the Social Casino Industry – Q4 2017 | Adam KrejcikJessica Tams
Delivered at Casual Connect USA 2018. In this session you will learn about the latest trends and data as it relates to the social casino games industry including: market size, top publishers, revenue by platform, biggest titles, KPIs, marketing expenses, latest M&A activity and sector outlook. A must-attend session for anyone involved or wanting to learn more about the $4B+ social casino games market from one of the industry’s most respected analysts.
The Income Access Group recently attended GiGse 2014 in San Francisco.
We took part in a number of insightful sessions, and have compiled a short presentation highlighting our perspective and key takeaways in hopes of bringing the experience to you
Mobile Earns More but is PC Social Casino Dead? | Carter RogersJessica Tams
While social casino audience behavior has clearly shifted towards the mobile platform, reports from SuperData Research shows opportunities still exist within the PC audience. In this presentation, SuperData Research Lead Social Casino Analyst Carter Rogers will go beyond just looking at the numbers, focusing on the future of social casino and key takeaways for attendees to consider as they develop and improve their social casino products and move the social casino market forward.
State of the Social Casino Industry, Q3 2014Elad Kushnir
VISIT WWW.ELADKUSHNIR.WORDPRESS.COM TO SEE AN UP TO DATE VERSION OF THIS LECTURE (Q2/Q3 2016)
Slides from my lecture at Casual Connect San Francisco on July 22nd 2014.
3 Vectors of Social Casino Evolution in Asia Pacific | John B. LinJessica Tams
Delivered at Casual Connect Tel Aviv 2016. The arena of Asia Pacific social casino markets is massive in aggregate, remarkably complex, and across a starkly contrasting range in their development cycles. From the perspectives of genre, channels, social, and player sophistication, what can be taken from existing Western-style social casino games? What can be evolved / adapted? What can’t be? And what are the areas that must be reconsidered from the ground up?
State of the Social Casino Industry Q2/Q3 2016 | Elad KushnirJessica Tams
Delivered at Casual Connect Tel Aviv 2016. Elad Kushnir, SVP Business Development at Playtika, provides an update on the social casino industry for Q2/Q3 in 2016 – along with key insights.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
M&A Hitting New Highs, GamesBeat presentationAlina Soltys
Presentation given by Alina Soltys at GamesBeat - September 2014
Provides overview of strong Gaming M&A market along with discussion on trends affecting new areas of growth.
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
Unstoppable Rise of Competitive Gaming on Mobile | Tom WijmanJessica Tams
Delivered at Casual Connect Europe 2018. Competitive gaming is the latest trend in mobile gaming, bringing the ‘core’ gaming experience from PC and Console to mobile devices. In this talk, Tom Wijman will examine the rise of competitive gaming, the trends that are driving it, and what this means for mobile gaming as a whole. He will also explore the impact that the growth of competitive gaming is having on mobile esports and how this differs between the East and the West.
My analysis of the eSports market. If you like my research, you will probably also like my technology newsletter! Feel free to reach out at lakshman111@gmail.com if you want to be added or just have general comments on the research.
Here is my last newsletter: http://us8.campaign-archive1.com/?u=ff23279fa1f2286aa84dc81de&id=87cfab8a27&e=[UNIQID]
Unlike the broader PC market, which continues shrinking, gaming PC sales are projected to increase over the next couple of years. According to NVIDIA, PC gaming accounts for nearly 40% of the overall gaming business. This percentage is higher than those for consoles, phones, tablets, phones, or any other individual gaming fragment.
PC gaming has seen a renaissance, partly thanks to superior graphics and processing but also the meteoric rise of the eSports scene and free-to-play games. Jon Peddie, president of Jon Peddie Research (JPR), notes that “NVIDIA, Intel, and AMD have enthusiast CPUs and GPUs that are so powerful, when combined with SSD’s and fast memory they absolutely trounce the computing power and gaming capabilities of the newest console generation.”
Gaming has become one of the cornerstones of the entire home and personal PC market. $1000 video cards are flying off the shelves, exciting and demanding new technologies like 4K and VR are on the horizon, and gamers are upgrading in accordance. As major companies evaluate their marketing and R&D budgets, JPR is seeing more investment in gaming oriented designs, and more money spent advertising to this group of consumers. JPR estimated that the gaming hardware market is expected to grow to $30 billion by 2018.
Now, the PC industry is betting BIG on gamers and core gamers are expected to drive recorded growth for PC games. In this report, I hope you can learn how eSports are saving the PC industry and how PC hardware vendors can take advantage of this growing opportunity.
The landscape of online gambling in China
How much do you know about fantasy eSports in China?
Where do you feel the biggest opportunity is to gain brand awareness in China for gaming business?
How would you get creative and leverage your past contacts/connections for ways to generate leads that then the gaming co. could then try to convert?
How would you send traffics to gaming website and estimated volume?
If you had 1M RMB to build an acquisition strategy, where would you spend the money? What would you hope to get at the end and how would you measure the ROI?
What you would like to contribute for quick-wins
Player Acquisition Through Effective Branding: GiGse 2014Income Access
This presentation was originally developed for the Global Interactive Gaming Summit and Expo (GiGse) 2014 and was presented in a panel on player acquisition by Nicky Senyard, CEO of Income Access Group.
GiGse 2014 Recap – Day Two
Day Two has come and gone – it’s hard to believe that we only have one more day left of GiGse! Yesterday was even more action-packed and successful than day one. The highlight was definitely the panel on player acquisition strategies through digital marketing techniques during which Nicky, our CEO, gave a presentation.
The main topics of discussion included the regulated market landscape in the US, marketing opportunities and hurdles, the effect of social gaming on real-money gaming (RMG), what else the US market offers, and what advice we can heed from the EU market.
Yesterday’s panel offered insights on how operators and affiliates should be approaching the US market. Of note was the important role that social gaming and other alternatives within the iGaming space, namely horse racing and fantasy sports, will play. The key, however, is to combine innovative digital marketing techniques to acquire customers and increase CRM.
Other interesting presentations included a talk by Frank Pracukowski of Foxwoods Interactive, who compared the story of Blockbuster and Netflix with the current reluctance of land based casinos to evolve within the digital space. Today there will be panels on lotteries, the legislative progress in California and a full slate of social gaming offerings at the Social Casino Summit - an exciting day all in all!
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
Casinos: The New Gold Rush For Developers? | Darion LowensteinJessica Tams
Delivered at Casual Connect Tel Aviv 2016. Casinos have been fighting an age crisis: 21-45 year olds generally do not gamble. Gamblit Gaming has been leading the charge to bring mobile and arcade style games onto the floor with products that appeal to them. With announcements like Jetpack Joyride, Into The Dead, and Catapult King, Gamblit CMO and gaming industry vet Darion Lowenstein will discuss the benefits and difficulties of taking hit mobile games into the casino world in this honest, developer-targeted talk.
State of the Social Casino Industry – Q4 2017 | Adam KrejcikJessica Tams
Delivered at Casual Connect USA 2018. In this session you will learn about the latest trends and data as it relates to the social casino games industry including: market size, top publishers, revenue by platform, biggest titles, KPIs, marketing expenses, latest M&A activity and sector outlook. A must-attend session for anyone involved or wanting to learn more about the $4B+ social casino games market from one of the industry’s most respected analysts.
The Income Access Group recently attended GiGse 2014 in San Francisco.
We took part in a number of insightful sessions, and have compiled a short presentation highlighting our perspective and key takeaways in hopes of bringing the experience to you
Mobile Earns More but is PC Social Casino Dead? | Carter RogersJessica Tams
While social casino audience behavior has clearly shifted towards the mobile platform, reports from SuperData Research shows opportunities still exist within the PC audience. In this presentation, SuperData Research Lead Social Casino Analyst Carter Rogers will go beyond just looking at the numbers, focusing on the future of social casino and key takeaways for attendees to consider as they develop and improve their social casino products and move the social casino market forward.
State of the Social Casino Industry, Q3 2014Elad Kushnir
VISIT WWW.ELADKUSHNIR.WORDPRESS.COM TO SEE AN UP TO DATE VERSION OF THIS LECTURE (Q2/Q3 2016)
Slides from my lecture at Casual Connect San Francisco on July 22nd 2014.
3 Vectors of Social Casino Evolution in Asia Pacific | John B. LinJessica Tams
Delivered at Casual Connect Tel Aviv 2016. The arena of Asia Pacific social casino markets is massive in aggregate, remarkably complex, and across a starkly contrasting range in their development cycles. From the perspectives of genre, channels, social, and player sophistication, what can be taken from existing Western-style social casino games? What can be evolved / adapted? What can’t be? And what are the areas that must be reconsidered from the ground up?
State of the Social Casino Industry Q2/Q3 2016 | Elad KushnirJessica Tams
Delivered at Casual Connect Tel Aviv 2016. Elad Kushnir, SVP Business Development at Playtika, provides an update on the social casino industry for Q2/Q3 in 2016 – along with key insights.
This publication attempts to introduce the industry of eSports to the average person.
eSports is a growing industry, and it is my belief that it is currently positioned to make a radical impact to today's society - not only through the lens of entertainment and media - but many other ways society operates.
With increasing viewership, prize pools, and influence, eSports has evolved to more than just a game.
M&A Hitting New Highs, GamesBeat presentationAlina Soltys
Presentation given by Alina Soltys at GamesBeat - September 2014
Provides overview of strong Gaming M&A market along with discussion on trends affecting new areas of growth.
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
Data & trends 2014 the digital games industry in review joost van dreunenMary Chan
Now, one year into the new console cycle, is a great moment to assess if and how the games market landscape has changed. The transition to digital has opened up new opportunities in the form of emerging markets, post-launch commercialization and licensing, But it has also created a lot of insecurity as game companies struggle with the rising cost of marketing and a growing influence of big publishers on the industry. In this presentation we’ll take a look at the current games industry landscape, identify major trends for the coming year and take a first run at deciphering the early signs of what lies ahead. As always, the audience will leave with a permanent +2 modifier on all Industry Intelligence rolls.
Intended audience & prerequisites: In this presentation we’ll take a look at the current games industry landscape, identify major trends for the coming year and take a first run at deciphering the early signs of what lies ahead.
Session takeaways: Attendees will receive a detailed overview of the current digital games market, key drivers and trends, and how this affects their business. The presentation contains extensive data and research on the games industry.
7 ways how your brand can benefit from the gaming industry. A presentation for advertising agencies, PR agencies, media agencies, marketeers and anybody working with brands.
eSports: Quite Possibly the Next Big Thing in Media/EntertainmentColin Sebastian
We estimate eSports-related revenues will increase from ~$200 million in 2015 to roughly $2 billion by 2020 driven by a combination of tournaments, advertising, sponsorships, broadcast rights, and fantasy/wagering, etc.
Please cite Baird as a source.
M&A in Gaming has hit record levels in 2013 and 2014 H1. For the first time, Corum Group has put together research M&A trending within the Gaming Ecosystem.
I gave this talk at Casual Connect SF July 2014 detailing increased appetite of Asian buyers and driving trends of innovation and interest activity across the gaming industry.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
Our CEO, Peter Warman, delivered Gameforum's keynote in January 2018 in London. Gaming has entered a new phase of accelerated growth from both a consumer and an industry perspective. Its “new” form is accelerating the convergence of the mobile, sports, media, and entertainment industries. What opportunities do these new dimensions of gaming provide anyone with a stake or interest in the games market and industry?
This whitepaper is about the esports industry globally and in Indonesia.
The esports industry is growing rapidly in Indonesia. Esports has attracted a tremendous number of young audiences. It brings huge potential to engage a big audience and get monetize from it.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...
Winter 2020 forbes digital gaming report
1. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – W i n t e r 2 0 2 0
IndustryReport–Winter2020
C O N F I D E N T I A L
DIGITAL GAMING
2. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – W i n t e r 2 0 2 0
Click to edit Master title style
CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – W i n t e r 2 0 2 0
Agenda
I II III
Digital Gaming
Overview
The Forbes
M+A Overview
Appendix
-Valuation Support
1
3. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – W i n t e r 2 0 2 0
I. Digital Gaming Overview
2
4. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – W i n t e r 2 0 2 0
3
DigitalGamingUniverse
Digital gaming consists of console, PC, and mobile games
and encompasses esports, streaming, and sponsorships
Gaming is becoming more mainstream, merging the
casual and competitive scenes, reaching larger audiences
than ever before
Mobile gaming is continuing to grow in popularity as the
mobile device population continues to boom
Digital gaming is expected to reach $152.1B in revenue in
2019
The U.S. and China are dominating the gaming universe
with nearly 50% of revenue market share
DIGITAL GAMING OVERVIEW
~1.1 Billion
Gamers
Worldwide
21 - 35
Most Popular
Gaming Age
+1.5 Billion
Hours Streamed
in 4Q
Source(s): Newzoo
5. CONFIDENTIAL
D i g i t a l G a m i n g U p d a t e – W i n t e r 2 0 2 0
Source(s): Newzoo, Konvoy Ventures, Company Websites
DigitalGamingIndustryOutlook
DIGITAL GAMING OVERVIEW
U.S. and China Dominate the Global Gaming Market
($ billions)
47%
23%
4%
26%
2019 Total
$152.1B
+9.6% YoY
EUROPE, MIDDLE EAST & AFRICA
$34.7
+11.5% YoY
NORTH-AMERICA
$39.6B
+11.7% YoY
LATIN AMERICA
$5.6B
+11.1% YoY
ASIA-PACIFIC
$72.2B
+7.6% YoY
CHINA TOTAL
$36.5B
U.S. TOTAL
$36.9B
48%
of all consumer spending on
gaming in 2019 will come
from the U.S. and China.
$19.3 $20.4 $21.5 $22.6
$41.5 $43.0 $47.0 $51.0
$137.9
$151.9
$165.9
$180.3
2018 2019 2020 2021
Music
Films
Videogames
Global Gaming Is on the Rise With the Help of Smartphones
($ billions)
Gaming Sales Continue To Outpace Music and Movie Sales
35% 36% 38% 40% 41%
9% 9% 8% 8% 8%31% 31% 31%
31%
31%
2%
2%
2%
1%
1%
35%
36%
38%
40%
41%
2018 2019 2020 2021 2022
Smartphone Tablet Console Browser PC Boxed/Downloaded PC
$138.7
$164.6$152.1
$178.2
($ billions)
$196.0
The Top 5 Gaming Markets Are Nearing 1 Billion Combined Players
(Players in millions)
37.5
44.6
65.9
176.1
644.0
U.K.
Germany
Japan
U.S.
China
4
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DigitalGamingUniverse(1/3)
DIGITAL GAMING OVERVIEW
Hardware Augmented & Virtual Reality Streaming and Content
Technology
Fantasy Sports and Betting
eSports Betting
5
Source(s): Konvoy Ventures
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DigitalGamingUniverse(2/3)
DIGITAL GAMING OVERVIEW
Engines
Distribution
Developers
Publishers
User Generated Content
Major Games
Game Development
Related Services
Data Analytics Peer to Peer
Sponsors and Sponsorship Services
6
Source(s): Konvoy Ventures
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DigitalGamingUniverse(3/3)
DIGITAL GAMING OVERVIEW
Teams Leagues/Organizers Competitions
Community
Conferences and Exhibitions Events
Professional Scene
Tournament Platforms Coaching Service Providers
Merchandise
Communications and Forums News Reporting Venues
7
Source(s): Konvoy Ventures
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Note: (1) Lifetime Unit Sales as of 7/22/2019; (2) The 3DS is the only primarily mobile console listed and is not generally considered an 8th generation console.
Source(s): Company Websites, Crunchbase
TheConsoleMarketisBeingDrivenbyNewHardwareandRefreshesofExistingHardware…
DIGITAL GAMING OVERVIEW
8th Generation Consoles Are Selling Strongly(1) While the 9th Generation Looks More Crowded Than Ever
75.5
41.7
43.2
92
(2)
Release Date Game Streaming?Parent Brand
“PS5”
Xbox Series X
6/28/19
9/20/19
11/19/19
Q4 2020
Q4 2020
8
8th Generation Consoles Are Selling Strongly
(Units sold in millions)
While the 9th Generation Looks More Crowded Than Ever
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Latest 1st Party Exclusive Software Sales Numbers
…WhileSoftwareStillPullsUsersBetweenPlatforms
DIGITAL GAMING OVERVIEW
PC Gaming Market Value Forecasts
(Units sold in millions)
10.0+
10.0+
10.0+
13.3
9.3
11.3
14.5
15.4
15.7
Microsoft has stopped
disclosing sales numbers
for 1st party software
Mario Kart 8
Super Smash Bros. Ultimate
Mario Odyssey
Breath of the Wild
Pokémon Let’s Go
Splatoon 2
Spider-man
Horizon: Zero Dawn
Uncharted 4
God of War
Halo 5
Gears of War 5
Forza
= Sony
= Nintendo
= Microsoft
($ billions)
$26.6
$28.0
$29.6
$31.4
$33.6
2016 2017 2018 2019 2020
9
Gaming Market Value Forecasts
4.8% CAGR
Source(s): Newzoo, Company Websites
19.0
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Source(s): The Esports Observer, Newzoo, and CapitalIQ as of 12/31/19
TheProfessionalSceneContinuestoExpandinSize…
DIGITAL GAMING OVERVIEW
Representative Companies
Professional Esports
organization.
Operator of an Esports
community and
content platform.
Value EV/Revenue
$310M 14.1x
$14.0M 13.6x
2017 2018 2019 2022
Merchandise &
Tickets
Game Publisher
Fees
Brand Investment
Revenues
$1,796
$1,096
$865
$655
+63.9%
YoY
+26.7%
YoY+32.1%
YoY
($ millions)
Esports Revenue Growth
1
2
3
Prize Pools Awarded in 2019
$64.4M
$21.1M
$46.7M
10
22.3% CAGR
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…AndEsportsisGainingMainstreamPopularity
DIGITAL GAMING OVERVIEW
Esports Teams Are Being Valued Like Tech Companies
Who’s Watching Esports?(1)
$310 $250 $200 $150 $130 $120 $95 $90
$22 $25
$17
$11 $10 $11
$5 $5
$0
$5
$10
$15
$20
$25
$30
$0
$50
$100
$150
$200
$250
$300
$350
Value
Estimated
(Revenues 2018)
($ millions)
Mean EV/Revenue: 13.8x
Median EV/Revenue: 13.3x
192 222 245 324
143 173 198
271
2017 2018 2019 2022
Occasional Viewers eSports Enthusiasts
(Viewers in millions)
Esports Enthusiasts in 2019
Asia- Pacific 57%
European Union 16%
North America 11%
Rest of World 16%
Note(s): (1) “Enthusiasts” are defined as viewers who are amateur Esport players or watch more than once a month; (2) Percentages are as of 2017
Source(s): TwitchMetrics, Forbes, CapitalIQ, Newzoo, and Company Websites
20%
38%
12%
1%
7%
14%
7%
1%
M10-20 M21-35
M36-50 M51-65
F10-20 F21-35
F36-50 F51-65
Esports Enthusiasts Are Becoming More Diverse(1)(2)
52% of
Enthusiasts
are 21-35
Top 3 Streamed Games Hit 610M Hours Watched in 4Q 2019
11
12.3% CAGR
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StreamingViewershipContinuesClimb
DIGITAL GAMING OVERVIEW
Twitch Exceeds 1.2B Average Concurrent Viewers in 2018
(Viewership in millions)
1,246
304
41
1 2 3
LIVE
Twitch Seeing A Steady Climb in Viewers & Channels
351 536 592 748 1,069
9
16 19
25
41
-
10
20
30
40
50
-
200
400
600
800
1,000
1,200
2014 2015 2016 2017 2018
Average Concurrent
Viewers
Average Concurrent
Channels
Top Streamers Are Reaching Millions of Followers
(Viewers and Channels in thousands)
(Followers in millions)
3.9
5.2
6.5
6.6
14.6
Riot Games
Myth
Tfue
shroud
Ninja
12
Source(s): Company Websites, TwitchMetrics, Streamlabs
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$465.7
$251.3
$189.2
Sponsorship Media Rights Advertising
Estimated 2019 Advertising Related Esports Revenues
EsportsistheHolyGrailForAdvertising
DIGITAL GAMING OVERVIEW
Select Endemic Sponsors
Select Non-Endemic Sponsors
($ millions)
13
Source(s): The Esports Observer, Forbes, CapitalIQ, Company Websites
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12.4x
40.8x
23.1x 18.9x 11.5x
58.9x
20.8x 21.3x 14.4x
9.3x 4.8x
86.7x
1.0x 2.0x 3.0x 4.0x 5.0x 6.0x 7.0x 8.0x 9.0x 10.0x 11.0x 12.0x 13.0x 14.0x
4.6x 0.9x
6.4x 5.8x
3.9x
1.7x
14.7x
9.4x
3.4x 2.6x
1.3x 0.6x
8.1x
2.7x
1.0x 2.0x 3.0x 4.0x 5.0x 6.0x 7.0x 8.0x 9.0x 10.0x 11.0x 12.0x 13.0x 14.0x
SelectPublicCompanies
DIGITAL GAMING OVERVIEW
Median EV/Revenue
Median: 3.6x Game Development – Mobile Games
Game Development – Developer/Publisher
Technology - Hardware
Technology – Streaming/Content
Median EV/EBITDA
Median: 19.9x Game Development – Mobile Games
Game Development – Developer/Publisher
Technology - Hardware
Technology – Streaming/Content
14
NM NM
Source(s):CapitalIQ as of 1/23/20; Note: “NM” only applies to multiples less than zero.
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Source(s): Company Websites, Bloomberg, New York Times, Business Insider, Kotaku, CapitalIQ as of 12/31/19
SelectPrecedentTransactions
DIGITAL GAMING OVERVIEW
EV/EBITDA
Median: 10.9x
23.8x
14.1x 13.6x
12.1x 11.9x
9.8x 9.5x
7.3x
5.2x 5.0x
Quickspin Social Point Sperasoft The TrailerFarm Big Fish Games Supercell Corsair Components Cyanide The Sims Resource Snowed In Studios
Target:
Acquirer:
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II. The Forbes M+A Overview
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TheForbesM+AGroup
THE FORBES M+A OVERVIEW
Senior-level
attention and
transaction
leadership
Focused,
dedicated
transaction
teams
Vertical and
industry
focused
expertise
Unbiased,
trusted
advisory
services
Quality of
service and
execution over
quantity
Track record
of successful
outcomes
✓ Founded in 2004 with offices located in Denver, Colorado & Salt Lake City, Utah
✓ Transaction sizes ranging from $10M — $200M
✓ EBITDA typically from $2M — $20M
✓ Nationwide clientele with global market reach
✓ Swarm transactions with senior advisors, with
more than $85B and 250 years of combined
experience
Rocky Mountain West boutique investment banking advisory firm focused on closely held companies with strong growth stories
and market dominant products or services.
Focused on Excellence in Execution…
Middle
Market
Leader
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TheForbesM+ATransactionTeam
THE FORBES M+A OVERVIEW
Head of Digital
Gaming Group
303.872.6445
JJ.Lane@ForbesMA.com
Industry leading veterans that possess a
depth and breadth of experience across
both M&A and private industry as founders,
operators, advisors, and executives.
JJ Lane
Bob Forbes
President
Bill Nack
Partner / Managing
Director
Dan Pellegrino
Partner / Managing
Director
Jon Wiley
Partner / Managing
Director
Garit Lawson
Managing Director
Steve Quisenberry
Managing Director
James Morgan
Managing Director
Doug Freyschlag
Director
Blake Shear
Director
JJ Lane
Vice President
Cassie Dobos
Associate
Bryce Dietz
Analyst
Jarred Olson
Analyst
Liam Narozanick
Analyst
John Kiernan
Analyst
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SoftwareasaService(“SaaS”)IndustryReport
TheForbesM+AGroupAdvantage
THE FORBES M+A OVERVIEW
EVERY DETAIL COUNTS.™
In managing the ownership transition of a closely-held company, the old adage that
“the devil is in the details” is widely underestimated.
At THE FORBES M+A GROUP, we are hyper vigilant about details – not only based on
the merits of the phrase above but because, as our tagline reveals, we recognize the
“deals” are also in those details. The best deals. The ones that offer the most
strategic and financial value to all of the key stakeholders involved in the transaction.
We fully grasp and
internalize clients’
goals.
We understand clients’
businesses exhaustively
and tell their stories
meticulously.
We design a
comprehensive
blueprint of each
client’s best future.
We find ideal targets,
not just the easy ones,
and compel them to
compete.
We advocate fiercely
for our clients,
creating extraordinary
outcomes.
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SoftwareasaService(“SaaS”)IndustryReport
WhatClientsandAdvisorsSay
THE FORBES M+A OVERVIEW
“Their industry knowledge, relationships
with buyers, extensive transaction
experience, and adaptive and creative
deal making were essential in achieving
an outcome that met our goals.”
~ Tres Coors, CEO of Novelty Lights
“Their guidance was invaluable
as we reviewed offers and
negotiated a deal structure that
was exactly what we needed.”
~ Doug Larson, President at
Eldorado Artesian Springs
“Forbes is like a bulldog with a
rag in its mouth. If there is a deal
that serves the interests of their
client, those guys don’t let go
until it crosses the finish line.”
~ Bob Roth, Partner at Kutak Rock
“They exceeded every expectation
by taking the time to understand
our objectives, delivering the best
possible partner and terms.”
~ Christine Crane, CEO of BoldLeads
“We wanted to entrust the
business to an advisor with
similar core values and high-
quality standards.”
~ Tom Tolkacz, CEO of Swingle
“PASCO selected The Forbes M+A
Group amongst competing advisory
firms because of their reputation for
identifying excellent strategic
partners.”
~ Ryan Zeiger, CEO of PASCO
“From identifying the perfect
buyer, to maximizing our value,
and ultimately continuing our
legacy, the Forbes M+A team was
there from start to finish.”
~ Stephanie White, CEO of Top Gun
“The Forbes M+A Group was
recommended to us as a
company that would truly partner
with us to achieve our goals.”
~ Mike Franklin, President of
TouchSource
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SoftwareasaService(“SaaS”)IndustryReport
TrustedbytheWorld’sTopFinancialInstitutions
THE FORBES M+A OVERVIEW
Forbes has developed strategic partnerships with some of the largest financial institutions in the world with its strong
reputation for servicing the middle market.
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Click to edit Master title style
CONFIDENTIAL
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III. Appendix
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SoftwareasaService(“SaaS”)IndustryReport
SelectDigitalGamingM&ATransactions(1/2)
VALUATION SUPPORT
24
Source(s):CapitalIQ as of 1/23/20
Date Target Buyer / Investor(s) Target Description Target Category Transaction Type EV / Revenue EV / EBITDA
Nov-19 UMG Media Torque Esports Corp. UMG Media operates as an esports company in North America. Professional Scene Merger/Acquisition 2.8x na
Mar-19 ROCCAT TBC Holding Company ROCCAT manufactures computer components and accessories. Hardware Merger/Acquisition 0.8x na
Jan-19 The Sims Resource Enthusiast Gaming Properties The Sims Resource comprises female video gaming content. Community Merger/Acquisition 3.9x 5.2x
Dec-18 Small Giant Games Zynga Small Giant Games develops mobile games. Game Development Merger/Acquisition 5.4x na
Nov-18 Ludomade ShareRoot Ludomade operates as a mobile gaming development agency. Game Development Merger/Acquisition 0.5x na
Sep-18 Eko Software BigBen Interactive Eko Software produces and develops console video games. Game Development Merger/Acquisition 3.6x na
Sep-18 The TrailerFarm Keywords Studios The TrailerFarm produces trailers for the marketing and support of
video games.
Community Merger/Acquisition 2.0x 12.1x
Jul-18 Snowed In Studios Keywords Studios Snowed In Studios operates as a video game and interactive media
development studio.
Game Development Merger/Acquisition 1.7x 5.0x
Jul-18 Tangelo Games Third Eye Capital Tangelo Games develops and publishes social and mobile gaming for
PC, Mac, and mobile.
Game Development Merger/Acquisition 2.9x na
May-18 Cyanide BigBen Interactive Cyanide develops video games for gaming consoles. Game Development Merger/Acquisition 3.5x 7.3x
Jan-18 Fuel Powered Animoca Brands Fuel Powered operates a social gaming platform. Community Merger/Acquisition 2.5x na
26. CONFIDENTIAL
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SoftwareasaService(“SaaS”)IndustryReport
SelectDigitalGamingM&ATransactions(2/2)
VALUATION SUPPORT
25
Source(s):CapitalIQ as of 1/23/20
Date Target Buyer / Investor(s) Target Description Target Category Transaction Type EV / Revenue EV / EBITDA
Dec-17 Sperasoft Keywords Studios Sperasoft offers game development, art studio, and online services. Game Development Merger/Acquisition 1.7x 13.6x
Nov-17 Big Fish Games Aristocrat Technologies Big Fish Games produces and distributes paid, casual free-to-play,
and casino-style games.
Game Development Merger/Acquisition 2.2x 11.9x
Nov-17 Multiplay Unity Technologies Multiplay, a gaming services company, engages in gaming events
and esports businesses.
Game Development Merger/Acquisition 4.2x na
Jul-17 Corsair Components EagleTree Capital Corsair Components manufactures and markets high-performance
PC peripherals and components.
Hardware Merger/Acquisition na 9.5x
Jun-17 Kongregate Modern Times Group Kongregate operates an online gaming portal. Game Development Merger/Acquisition 1.6x na
May-17 Space Ape Supercell Space Ape develops Internet-based mobile and tablet games. Game Development Merger/Acquisition 1.0x na
May-17 GameSim Keywords Studios GameSim provides products and service for gaming and
entertainment.
Game Development Merger/Acquisition 1.2x na
Feb-17 Social Point Take-Two Interactive Social Point develops mobile, action, social, and strategy free-to-play
online games.
Game Development Merger/Acquisition 3.1x 14.1x
Jun-16 Supercell Tencent Holdings Supercell develops mobile games for tablets and smartphones. Game Development Merger/Acquisition 3.9x 9.8x
May-16 Quickspin Playtech Quickspin operates a games studio that develops and supplies video
slots.
Game Development Merger/Acquisition 8.3x 23.8x
Median 2.6x 10.9x
Mean 2.8x 11.2x
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Stock % of Equity
Price 52 Week Market Enterprise EV / Revenue EV / EBITDA
Company 1/23/2020 High Cap Value LTM LTM
Game Development - Publisher/Developer
Microsoft Corporation (NasdaqGS:MSFT) $166.19 99% $1,271,874 $1,220,835 9.4x 21.3x
Tencent Holdings Limited (SEHK:700) $50.13 12% $471,176 $478,942 9.6x 26.4x
Sony Corporation (TSE:6758) $72.94 1% $89,219 $105,479 1.3x 9.3x
Activision Blizzard, Inc. (NasdaqGS:ATVI) $60.32 97% $46,195 $44,206 6.4x 18.9x
Nintendo Co., Ltd. (TSE:7974) $399.88 1% $47,450 $38,980 3.4x 14.4x
Electronic Arts Inc. (NasdaqGS:EA) $112.92 99% $33,134 $29,502 5.8x 23.1x
Take-Two Interactive Software, Inc. (Nasdaq:TTWO) $130.44 96% $13,846 $12,483 3.9x 40.8x
BANDAI NAMCO Holdings Inc. (TSE:7832) $60.93 1% $13,349 $11,796 1.7x 11.5x
Ubisoft Entertainment SA (ENXTPA:UBI) $70.24 82% $8,501 $8,985 4.6x NM
Square Enix Holdings Co., Ltd. (TSE:9684) $50.97 1% $6,044 $4,985 1.9x 14.3x
Capcom Co., Ltd. (TSE:9697) $27.96 1% $2,965 $2,505 2.9x 11.1x
Mean 45% $182,159 $178,063 4.6x 19.1x
Median 12% $33,134 $29,502 3.9x 16.7x
Stock % of Equity
Price 52 Week Market Enterprise EV / Revenue EV / EBITDA
Company 1/23/2020 High Cap Value LTM LTM
Game Development - Mobile Games
Zynga Inc. (NasdaqGS:ZNGA) $6.53 94% $6,044 $5,376 4.6x NM
Glu Mobile Inc. (NasdaqGS:GLUU) $6.24 53% $924 $864 2.2x 257.7x
Rovio Entertainment Oyj (HLSE:ROVIO) $5.30 70% $408 $280 0.9x 12.4x
Mean 72.4% $2,459 $2,173 2.6x 135.1x
Median 69.8% $924 $864 2.2x 135.1x
SoftwareasaService(“SaaS”)IndustryReport
PubliclyTradedCompanies(1/2)
VALUATION SUPPORT
$ millions, except per share data
26
Source(s):CapitalIQ as of 1/23/20; Note: “NM” only applies to multiples less than zero.
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Stock % of Equity
Price 52 Week Market Enterprise EV / Revenue EV / EBITDA
Company 1/23/2020 High Cap Value LTM LTM
Technology - Hardware
Microsoft Corporation (NasdaqGS:MSFT) $166.19 99% $1,271,874 $1,220,835 9.4x 21.3x
Alphabet Inc. (NasdaqGS:GOOG.L) $1,487.55 99% $1,024,645 $918,341 5.9x 20.8x
NVIDIA Corporation (NasdaqGS:NVDA) $251.72 99% $154,750 $147,529 14.7x 58.9x
Sony Corporation (TSE:6758) $72.94 1% $89,219 $105,479 1.3x 9.3x
Advanced Micro Devices, Inc. (Nasdaq:AMD) $51.34 99% $57,586 $57,488 9.5x 103.2x
Nintendo Co., Ltd. (TSE:7974) $399.88 1% $47,450 $38,980 3.4x 14.4x
Seagate Technology plc (NasdaqGS:STX) $61.61 100% $16,488 $18,913 1.9x 10.9x
Logitech International S.A. (SWX:LOGN) $48.57 103% $8,058 $7,435 2.6x 20.8x
Plantronics, Inc. (NYSE:PLT) $31.20 58% $1,236 $2,714 1.4x 9.5x
Razer Inc. (SEHK:1337) $0.17 8% $1,574 $1,056 1.3x NM
Turtle Beach Corporation (NasdaqGM:HEAR) $8.79 46% $124 $146 0.6x 4.8x
Mean 65% $243,000 $228,992 4.7x 27.4x
Median 99% $47,450 $38,980 2.6x 17.6x
SoftwareasaService(“SaaS”)IndustryReport
PubliclyTradedCompanies(2/2)
VALUATION SUPPORT
27
Source(s):CapitalIQ as of 1/23/20; Note: “NM” only applies to multiples less than zero.
$ millions, except per share data
Stock % of Equity
Price 52 Week Market Enterprise EV / Revenue EV / EBITDA
Company 1/23/2020 High Cap Value LTM LTM
Technology - Streaming & Content
Sea Limited (NYSE:SE) $44.25 98% $20,730 $19,085 11.4x NM
Bilibili Inc. (NasdaqGS:BILI) $22.00 90% $7,341 $6,754 8.1x NM
HUYA Inc. (NYSE:HUYA) $18.22 61% $4,160 $2,840 2.7x 86.7x
Gfinity plc (AIM:GFIN) $0.03 49% $15 $14 1.4x NM
Mean 74% $8,061 $7,173 5.9x 86.7x
Median 75% $5,750 $4,797 5.4x 86.7x
Aggregate Metrics
Mean 59% $162,634 $155,615 4.6x 35.7x
Median 70% $13,846 $12,483 3.4x 18.9x