Gaming mergers and acquisitions have been down 3% to $11.5 billion in 2024, however fundraising doubled, based on a report by Quantum Tech Companions, an M&A advisory agency.
And relating to 2025, the winds are shifting in a usually favorable path, stated Alina Soltys, a companion at Quantum Tech Companions, in an interview with GamesBeat.
Gaming M&A was flat and carried ahead largely by some massive offers, like EQT’s buy of Key phrases Studios for $2.8 billion and Playtika’s acquisition of SuperPlay for as much as $1.95 billion. The totals for 2024 and 2023 translate to a few flat years after the burst in the course of the pandemic in an period of zero p.c rates of interest that spurred offers.
M&A and fundraising are optimistic indicators for an trade’s development, as they signify capital flowing into the trade and veterans cashing out. Nevertheless it’s not all the time “good news.”
It’s a case the place the monetary winds of the trade didn’t blow in the identical path as employment tendencies. Deal exercise in fundraising was up, as an example, however layoffs throughout 2024 topped 15,000. In whole, an estimated 34,000 jobs have been misplaced up to now 2.5 years, and solely this month is hiring beginning to match the speed of layoffs, stated Amir Satvat, sport job useful resource champion, this week. In brief, whereas 2024 was a horrible yr for job losses and studio closures, it was a greater yr than the one earlier than for investments.
“We are expecting subtle growth in 2025 and there’s a couple of factors there. I think the factors are, the balance sheets across the board are so much healthier. There’s a lot of cash both from focusing on the right projects, downsizing teams, and divesting things that probably didn’t make sense in the first place,” Soltys stated.
The businesses holding money have scale and income, and they’re prone to look to accumulate. Quantum Tech Companions is one in every of a number of firms reporting monetary outcomes for 2024 in video games, and the info doesn’t all the time line up as totally different corporations rely offers in several methods. Others who’ve printed 2024 experiences are Drake Star Companions, Konvoy Ventures and Hiro Capital.
“We’ve had a significant pickup in conversations from buyers who are looking for high quality assets that have revenue and have profit. So it’s back to basics in terms of quality companies attract quality attention, and how to figure out how to build a quality company.”
A greater outlook for funds

The strategic causes for doing offers are getting higher, and that’s a development that would contribute to the trade’s momentum, Soltys stated. Progress has turn into the motivator, although some are accomplished for causes like payouts to key individuals.
“For 2025, we see improving activity on M&A and fundraising,” Soltys stated. “The big drivers include the Switch 2 coming out and Grand Theft Auto VI launching hopefully at some point this year. That is going to bring broader attention.”
In 2024, there have been 996 fundraising offers. The common elevate per deal was $27 million, about double from final yr. In 2024, the common quarterly funding whole was $4.3 billion, higher than $2 billion in 2023 and $4 billion in 2022. Over the past 5 years, greater than $93 billion has been raised up to now 5 years. The largest funding in 2024 was Disney pouring $1.5 billion into Epic Video games.
“As far as investments go, investments are up generally, but it doesn’t feel like it. If you talk to anybody in the industry, everybody is struggling with fundraising. VCs are much slower at moving. Publishers are much slower to deploy. They’re deploying smaller check sizes, but the data shows that we’re up double in total fundraising from early to growth to late stage,” Soltys stated.
She added, “What you see is the average raise per deal is also doubled. And so we’ve gone from a place where most of the deals were about $12 million last year on average, now they’re $27 million and the quarterly activity has been consistently double in 2024 versus 2023. If you think about that, that’s not what you hear day to day in conversations, at least with early stage companies.”
One rationalization for this: in 2023, about 25% of all funding went to early-stage sport startups. This yr, there’s been a pickup however solely 15% went to the early-stage offers. So the largest pickup has been within the late-stage offers, Soltys stated.
In 2024, a lot of the M&A exercise was pushed by Embracer’s unraveling, the place it has been promoting off divisions to pay down its debt. As an illustration, Embracer Group offered the Simple Mind division to Tencent’s Miniclip for $1.2 billion — about 10% of the deal exercise in 2024.
About $1.76 billion was raised by Web3 firms in 2024 throughout 325 offers. The transaction worth was up 52% and deal rely was up 17%. The largest raises have been $350 million for Infinite Actuality, $140 million for Zentry, $80 million for iD Planet, $50 million for SPFweb3Meta, and $43 million for Azra Video games.
“Infinite Reality had a massive round in January as well ($3 billion raised),” Soltys stated. “They’re using that capital to buy to build a big metaverse platform.”
Public valuations

Quantum Tech Companions additionally calculates a World Gaming Index primarily based on the valuations of among the public sport firms.
The businesses are buying and selling at a well being thrice revenues and 13.2 instances EBITDA (earnings earlier than curiosity, taxes, depreciation and amortization), a measure of profitability. The businesses have greater than $60 billion in money readily available.
“The public peer group for gaming is healthy. It’s in a healthy place. It’s up year over year. It’s a broad group of companies that include Western and Eastern developers, as well as some of the engine companies. And so it’s, it’s been tracking nicely,” Soltys stated. “I think the important piece here is the cash on the balance sheets. About $20 billion of that $60 billion is from Tencent alone.”
Quantum Tech Companions doesn’t embrace the gaming revenues or money readily available at firms like Apple, Google and Microsoft. The underside for the market was round October 2022, although issues are nonetheless beneath the loopy peaks in the course of the pandemic in 2021 and 2020.
“That should lead to more activity. I think the revenue multiple three times is healthy. EBITDA certainly is healthy at 13.2 times. And the devil is really in the details of each individual business and the growth story. But from an overall lens perspective, it’s in a healthy place.”
Indie dev successes

Whereas there are a lot of extra video games being printed now, there are some indies that stand out as winners.
The successes for small-budget video games that hit huge fan bases included Animal Effectively (one developer promoting over one million copies), Chained Collectively (one dev, 5.6 million copies), Darkish and Darker (25 devs, three million copies), Balatro (one dev, 5 million copies), Manor Lords (one dev, 2.7 million copies), and Palworld (10 devs, 100 million copies).
“Being an indie means that your budget is smaller, and today we need to have smaller budget games being built and coming out and just delighting audiences. How do you delight an audience. Well, you don’t need to have photorealistic raytracing and open worlds that are bigger than our Earth to get attention.”
Rising alternatives in video games

Japanese content material like Black Fable: Wukong offered effectively, as did remasters of video games that players performed within the Nineteen Nineties. One other vivid spot was Roblox, which has 89 million each day lively gamers, in addition to Fortnite, which had 110 million month-to-month lively customers. Roblox had $864 million in LTM developer alternate charges and Fortnite paid out $352 million in developer payouts. The mixed whole of Roblox and Fortnite was $1.2 billion paid out to builders in 2024.
“As we look at where does the industry grow, there are still a lot of blue oceans there, and the alternative platforms largely represent those opportunities, like Roblox, UEFN, and HTML5 games,” Soltys stated.
And Telegram, which has 950 million crypto-savvy gamers, got here out of nowhere as an enormous drive in Web3 gaming. Gaming grew from 1% of Telegram’s viewers in 2023 to twenty% in 2024. Discord can also be about 90% players and that’s one other 200 million gamers, she stated.
Distribution remains to be vital in gaming and sport firms are struggling to achieve gamers by way of various app shops, given the grip of Apple and Android shops. Which means 30% of sport dev income goes to paying the massive platforms. That’s a huge impact and the sport firms haven’t escaped it, regardless of antitrust litigation from Epic Video games and governments world wide.
Geopolitically, one of many huge shifts that Soltys sees is the expansion of publishing selections and funding selections made in each South Korea and Japan. Sony, for cases, has shifted a number of monetary selections again to Japan. These varieties of firms are likely to proceed to take a position all through powerful or good instances. China may see persevering with struggles given the character of its market, and tariff wars aren’t going to assist.
“One of the things that has been surprising to us is the slowness of using AI in gaming, where usually you see gaming as being on the forefront of technology,” Soltys stated. “AI feels like it’s moving so fast all around gaming, and there’s a major resistance. I understand why from certain perspectives.”