Gaming’s mergers and acquisitions boom is thanks to industry growth

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At the Gamesbeat Summit, one of the topics was the recent boom in mergers and acquisitions in the sports industry. Whether it’s a Microsoft-Activation acquisition or Tech-Two’s Zinga acquisition, these deals are having a huge impact on the gaming world.

One of the panels at the summit, “M&A: Explaining How the Gaming World Will Change,” came to the fore. The panel, chaired by Alina Soltis of Quantum Tech Partners, included Frankie Zhou, an investment banker from LionTree, and Chris Petrovic, CBO of FunPlus.

How the rise of gaming changes things

At the beginning of the panel, Xu noted that the landscape has changed since last year’s spike in gaming. “Player engagement and the number of players in the ecosystem have steadily increased. This has been a great blessing for many IP holders, as they have realized how powerful gaming is to monetize their IP.”

Petrovic also noted that companies are investing in growth. “These public companies, such as Microsoft and Take-Two, despite their individual reasons for acquiring, ultimately wanted to gain access to a larger scale, access to more IPs, access to more audiences. And maybe a diverse audience across platforms. That’s the decent thing to do, and it should end there. “

Will we see more M&A?

The panel also talked about the future, including whether there will be more mergers and acquisitions in the future. Xu said, “I think there is an all-time high in terms of gaming innovation right now, with the market expanding rapidly. You see the proliferation of smartphones: Now essentially everyone who owns a smartphone is a gamer, whether they like to call themselves gamers or not. You also have cloud gaming, which opens up barriers to traditional gaming. Traditionally, you had to have very expensive hardware to try or run any of these products. Those barriers are being overcome and more worlds are being opened up to this space.

Petrovic also noted that the gaming industry is likely to change with the rise of Web3. ,[The creators of Web3] We are creating an environment that many of us do not understand, because the products they make and the target audience who are using these products are not your traditional ‘gamers’ and the western markets that we use. I think the gaming industry is trying to see the direction in which it is moving or evolving to see if this web 3 platform opportunity is real, if it starts to attract a more traditional audience that we are accustomed to marketing. Looking and accustomed to making games for this. In addition to those that already exist. And then does it really make consumers feel that they provide solutions to problems in terms of gaming opportunities.

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