Gaming 2013: Investment and M&A Analysis, Industry Trends, and Market Outlook
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.
Companies in Report:
- 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
- Boomzap Entertainment
- Caesars Interactive
- Concept Art House
- Double Down Interactive
- Electronic Arts
- Gamble World
- Game Insight
- Golden Fingers
- GungHo Entertainment
- Natural Motion
- Rock Gaming
- Rumble Entertainment
- Shiver Entertainment
- Sneaky Games
Mind Commerce Publishing's research methodology encompasses input from a wide variety of sources.
We rely heavily upon our Subject Matter Experts (SME) in terms of their market knowledge, unique perspective, and vision. We utilize SME industry contacts as well as previous customers and participants in our market surveys and interactive interviews.
In addition, we rely upon our extensive internal database, which contains modeling, qualitative analysis, and quantitative data. We review secondary sources and compare to our primary sources to update previous findings (for prior version reports) and/or compile baseline information for technology and market modeling.
We share preliminary models with industry contacts (select previous clients, experts, and thought leaders) to verify the veracity of initial modeling. Prior to final report production (analysis, findings, and conclusions), we engage in an internal review with internal SMEs as well as cross-expertise, senior staff members to challenge results.
We believe that forecasts should be prepared as part of an integrated process which involves both quantitative as well as qualitative factors. We follow the following 3-step process for forecasting.
Step 1 - Forecasts Input:
The inputs for the present and historical revenues are derived from industry players. Financial and other quantitative data for individual sub-market categories are derived from original research and tested with interviews with major industry constituents.
Step 2 - Forecasting of Future Years:
Mind Commerce extends forecasts based on a variety of factors including demand drivers as well as supply side data. Key success factors and assumptions are considered.
Step 3 - Validation of Data:
The final step is to validate projections, which is accomplished in consultation with both internal and external industry experts, including both topic and regional experts. Adjustments are made to the forecasts based on factors identified throughout this process.