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Electronic Arts buys mobile game studio Playdemic for $1.4 billion

Video game giant Electronic Arts is continuing to make M&A moves as it looks to bulk up its presence in the mobile gaming world.

Fresh off the $2.4 billion acquisition of Glu Mobile this past April, their biggest purchase to date, Electronic Arts announced Wednesday that they are buying Warner Bros. Games’ mobile gaming studio Playdemic for $1.4 billion in an all-cash deal. The Manchester studio is best known for its release “Golf Clash” which the studio boasts has more than 80 million downloads globally.

The rather ominously named startup is being jettisoned to its new home ahead of the $43 billion WarnerMedia-Discovery deal where the rest of the Warner Bros. Games division will live post-merger.

Electronic Arts is the second-largest Western video games company with a market cap around $40 billion. Their success has largely come from desktop and console titles, including titles in their most popular franchises like Battlefield, Star Wars and Titanfall. Mobile dominance hasn’t come easy to the company, which has spent much of the past decade or so trying to keep pace with competitors like Activision Blizzard which struck gold with its 2016 King acquisition. 

Electronic Arts has been on a studio-buying spree as of late — in 2021 they’ve announced three major acquisitions worth some $5 billion combined.

 

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Mobile gaming is a $68.5 billion global business, and investors are buying in

Omer Kaplan
Contributor

Omer Kaplan is CMO and co-founder at ironSource.
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By the end of 2019, the global gaming market is estimated to be worth $152 billion, with 45% of that, $68.5 billion, coming directly from mobile games. With this tremendous growth (10.2% YoY to be precise) has come a flurry of investments and acquisitions, everyone wanting a cut of the pie. In fact, over the last 18 months, the global gaming industry has seen $9.6 billion in investments and if investments continue at this current pace, the amount of investment generated in 2018-19 will be higher than the eight previous years combined.

What’s interesting is why everyone is talking about games, and who in the market is responding to this — and how.

The gaming phenomenon

Today, mobile games account for 33% of all app downloads, 74% of consumer spend and 10% of all time spent in-app. It’s predicted that in 2019, 2.4 billion people will play mobile games around the world — that’s almost one-third of the global population. In fact, 50% of mobile app users play games, making this app category as popular as music apps like Spotify and Apple Music, and second only to social media and communications apps in terms of time spent.

In the U.S., time spent on mobile devices has also officially outpaced that of television — with users spending eight more minutes per day on their mobile devices. By 2021, this number is predicted to increase to more than 30 minutes. Apps are the new prime time, and games have grabbed the lion’s share.

Accessibility is the highest it’s ever been as barriers to entry are virtually non-existent. From casual games to the recent rise of the wildly popular hyper-casual genre of games that are quick to download, easy to play and lend themselves to being played in short sessions throughout the day, games are played by almost every demographic stratum of society. Today, the average age of a mobile gamer is 36.3 (compared with 27.7 in 2014), the gender split is 51% female, 49% male, and one-third of all gamers are between the ages of 36-50 — a far cry from the traditional stereotype of a “gamer.”

With these demographic, geographic and consumption sea-changes in the mobile ecosystem and entertainment landscape, it’s no surprise that the game space is getting increased attention and investment, not just from within the industry, but more recently from traditional financial markets and even governments. Let’s look at how the markets have responded to the rise of gaming.

Image courtesy of David Maung/Bloomberg via Getty Images

Games on games

The first substantial investments in mobile gaming came from those who already had a stake in the industry. Tencent invested $90 million in Pocket Gems and$126 million in Glu Mobile (for a 14.6% stake), gaming powerhouse Supercell invested $5 million in mobile game studio Redemption Games, Boom Fantasy raised $2M million from ESPN and the MLB and Gamelynx raised $1.2 million from several investors — one of which was Riot Games. Most recently, Ubisoft acquired a 70% stake in Green Panda Games to bolster its foot in the hyper-casual gaming market.

Additionally, bigger gaming studios began to acquire smaller ones. Zynga bought Gram Games, Ubisoft acquired Ketchapp, Niantic purchased Seismic Games and Tencent bought Supercell (as well as a 40% stake in Epic Games). And the list goes on.

Wall Street wakes up

Beyond the flurry of investments and acquisitions from within the game industry, games are also generating huge amounts of revenue. Since launch, Pokémon GO has generated $2.3 billion in revenue and Fortnite has amassed some 250 million players. This is catching the attention of more traditional financial institutions, like private equity firms and VCs, which are now looking at a variety of investment options in gaming — not just of gaming studios, but all those who have a stake in or support the industry.

In May 2018, hyper-casual mobile gaming studio Voodoo announced a $200 million investment from Goldman Sachs’ private equity investment arm. For the first time ever, a mobile gaming studio attracted the attention of a venerable old financial institution. The explosion of the hyper-casual genre and the scale its titles are capable of achieving, together with the intensely iterative, data-driven business model afforded by the low production costs of games like this, were catching the attention of investors outside of the gaming world, looking for the next big growth opportunity.

The trend continued. In July 2018, private equity firm KKR bought a $400 million minority stake in AppLovin and now, exactly one year later, Blackstone announced their plan to acquire mobile ad-network Vungle for a reported $750 million. Not only is money going into gaming studios, but investments are being made into companies whose technology supports the mobile gaming space. Traditional investors are finally taking notice of the mobile gaming ecosystem as a whole and the explosive growth it has produced in recent years. This year alone mobile games are expected to generate $55 billion in revenue, so this new wave of investment interest should really come as no surprise.

A woman holds up her cell phone as she plays the Pokemon GO game in Lafayette Park in front of the White House in Washington, DC, July 12, 2016. (Photo: JIM WATSON/AFP/Getty Images)

Government intervention

Most recently, governments are realizing the potential and reach of the gaming industry and making their own investment moves. We’re seeing governments establish funds that support local gaming businesses — providing incentives for gaming studios to develop and retain their creatives, technology and employees locally — as well as programs that aim to attract foreign talent.

As uncertainty looms in England surrounding Brexit, France has jumped on the opportunity with “Join the Game.” They’re painting France as an international hub that is already home to many successful gaming studios, and they’re offering tax breaks and plenty of funding options — for everything from R&D to the production of community events. Their website even has an entire page dedicated to “getting settled in France,” in English, with a step-by-step guide on how game developers should prepare for their arrival.

The U.K. Department for International Trade used this year’s Game Developers Conference as a backdrop for the promotion of their games fund — calling the U.K. “one of the most flourishing game developing ecosystems in the world.” The U.K. Games Fund allows for both local and foreign-owned gaming companies with a presence in the U.K. to apply for tax breaks. And ever since France announced their fund, more and more people have begun encouraging the British government to expand their program, saying that the U.K. gaming ecosystem should be “retained and enhanced.” But, not only does the government take gaming seriously, the Queen does as well. In 2008, David Darling, the CEO of hyper-casual game studio Kwalee, was made a Commander of the Order of the British Empire (CBE) for his services to the games industry. CBE is the third-highest honor the Queen can bestow on a British citizen.

Over in Germany, and the government has allocated €50 million of its 2019 budget for the creation of a games fund. In Sweden, the Sweden Game Arena is a public-private partnership that helps students develop games using government-funded offices and equipment. It also links students and startups with established companies and investors. While these numbers dwarf the investment of more commercial or financial players, the sudden uptick in interest governments are paying to the game space indicate just how exciting and lucrative gaming has become.

Support is coming from all levels

The evolution of investment in the gaming space is indicative of the stratospheric growth, massive revenue, strong user engagement and extensive demographic and geographic reach of mobile gaming. With the global games industry projected to be worth a quarter of a trillion dollars by 2023, it comes as no surprise that the diverse players globally have finally realized its true potential and have embraced the gaming ecosystem as a whole.

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QuizUp founder launches Teatime, a mobile gaming platform with built-in video chat

At the end of 2016, Plain Vanilla founder Thor Fridriksson left the company he founded with the intent to take at least a year off of work.

His product QuizUp, a social trivia game that raised more than $40 million and said it had more than 100 million users, never truly found a way to monetize. After a few missteps, including a proposed TV deal that eventually got cancelled, Plain Vanilla was acquired by Glu Mobile for a deal reportedly valued at $7.5 million.

Fridriksson was only a few weeks into his planned yearlong vacation when he became restless and asked a few members of his core team at QuizUp — Gunnar Holmsteinn, Johann Thorvaldur Bergthorsson and Ymir Finnbogason — to start brainstorming with him about the future of mobile gaming.

That’s where the seed was planted for what would eventually become Teatime.

“The main thing we kept focusing on, and it seems straightforward and common sense but these things often do in retrospect, is why people play games,” said Fridriksson. “One of the main value propositions of playing a game is not about the game itself but about the human interaction you have while playing with someone — talking to the people you’re playing with and seeing their reactions.”

Teatime Live is a mobile gaming platform that allows users to interact with one another, face to face, while playing games on their phone through a built-in video chat. On top of the video chat, Teatime Live offers users Snapchat-style face filters called Game Faces, that are unique to each individual game on the platform. Players can take their earned game faces from one game to other games, and eventually, Fridriksson sees the opportunity for these items to be collectibles.

Most forms of games or sports have a social element built in. Whether it’s board games or physical sports or even video games, players have been able to communicate with one another in some way shape or form. That simply hasn’t been the case on mobile, which means that it’s still unclear what the best possible game for this platform looks like.

Teatime is debuting the platform with Hyperspeed, a simple racer game that the company developed in house. Teatime will continue to operate as a studio and build out other titles on top of the Teatime Live platform, but it also plans to work alongside other game developers as a publishing partner.

There are obvious concerns around enabling live video chat among strangers across the internet, and Teatime has tried to take steps toward preventing abuse.

To start, users are not allowed to play Teatime games as a guest. All players must sign up with Facebook, Gmail or a phone number, which means bad actors will have a more taxing time getting back on the platform with a new username.

More importantly, Teatime’s game-face filters require facial recognition technology, which means that the system knows when there is no face visible in the camera. Unless a user is playing with someone that they’ve friended, Teatime will blur the picture whenever a face isn’t visible in the camera.

As per usual, Teatime also has a team of moderators going through profile pictures, etc. and a user reporting system.

Teatime hopes to build games around relatively proven models in mobile gaming to earn revenue on its own games, while sharing revenue with other game developers who build on the platform.

Teatime has raised $9 million in Series A funding from Atomico and Index Ventures.

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Taylor Swift’s new app, The Swift Life, is out now

 In the midst of an reputational makeover, Taylor Swift is debuting a brand new app called The Swift Life.
The app is a dedicated social network for Swift’s fans, letting them communicate with each other as well as get exclusive pictures, video, news and more direct from T-Swift herself.
And they can communicate with Swift, too. Using an ‘extremely rare and valuable Taymoji’… Read More

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Glu debuts new Dash game with Gordon Ramsay

00000.MTSMulticam.00_01_57_28.Still001 These days, if a celebrity launches their own game, it is likely with Glu Mobile. Known for their free-to-play mobile games, the publicly traded company lists more than 100 games, including Sonic the Hedgehog, Transformers, Guitar Hero and Deer Hunter. But since late 2014, the team has moved away from building known gaming titles to new personalized star-focused franchises. After topping… Read More

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Glu Mobile launches Britney Spears: American Dream

TechCrunch Exclusive Glu Mobile, the maker of games like “Kim Kardashian: Hollywood”, “Deer Hunter”, and “Diner Dash”, is today unveiling another celebrity-branded game. This time, we’re taking a caricatured look into the life and times of pop queen Britney Spears with “Britney Spears: American Dream.” As with these types of games, the exact goal is unclear.… Read More

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Glu Mobile Pins Its Hopes On New Taylor Swift Game

Taylor Swift at 2014 AMAs Glu Mobile, the mobile gaming company behind recent app store hits like the once-viral “Kim Kardashian” Hollywood,” and who recently took a stake in top trivia game QuizUp, is hoping it has another potential breakout title on its hands thanks to a newly announced deal with pop star, Taylor Swift. According to news unveiled this week, Taylor and Glu will work together over… Read More

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Glu Mobile To Invest Up To $7.5 Million In QuizUp, With Option To Acquire

QuizUp Update 02 QuizUp, the Icelandic company that put trivia in an app, has announced that it is receiving up to $7.5 million in funding from Glu Mobile, with an option to call to acquire. This comes in the wake of a partnership forged between NBC and QuizUp, announced in October, with the network looking to turn QuizUp content into a proper TV show played both in studio and at home through the app. The… Read More

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Tencent Will Pay $126M For A 14.6% Stake In Glu Mobile, Maker Of Kim Kardashian: Hollywood

Kim Kardashian Hollywood Tencent, one of China’s biggest Internet companies, has agreed to purchase a 14.6 percent stake in Glu Mobile, the San Francisco game developer probably best known for “Kim Kardashian: Hollywood.” Shares of Glu rocketed 23 percent in after hours trading as investors showed their approval for the deal, as well as its strong first-quarter earnings report. Read More

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