Recently, game companies' mergers and acquisitions have set a new record. In the first three quarters of 2014, M & A amounted to $12.2 billion. xsolla today brought about London game Investment Bank digi-capital, which is more than twice the total amount of last year.
Five major transactions this year pushed a boom in mergers and acquisitions. Microsoft acquired 2.5 billion of Minecraft makers mojang, facebookacquired oculus VR for 1.6 billion, and giant network privatized; amazon acquired twitch, a game live video website of 0.9 billion million RMB; zhongji holdings purchased FunPlus assets of 0.9 billion million RMB;
Microsoft-mojang's transaction is said to be eight times the value of revenue and 20 times the profit. Giant transactions are eight times the previous revenue and 12 times the operating profit. Tim Merel, director of Digi-capital, pointed out in a report that the main force of M & A is mobile growth, mobile conflict, market spindle conversion, stock market cycle and regional integration.
Excluding the acquisition of large transactions, the game was running at a similar level based on the 2013 S and only a friendly record. Buyers in the United States and China occupy the top 10 game acquisitions. There are five companies in China and the United States. In contrast, 9 out of 10 homes are from China and Japan in 2013.
The gaming industry is driving the growth of mobile phones and online games. Digi-capital predicts that by, revenue in the gaming software industry will grow from billion to billion. The annual growth rate of mobile phones and online games will increase by 23.7% from to, creating an overall revenue of billion.
In 2014, game investors have earned 11 times of revenue. In the third quarter of 2014, the game investment reached $1.1 billion. Compared with 2013 of the total income in 1 billion. Mobile gaming and gaming technologies are the main projects invested this year.
Asia is a major factor in the increasing economic value of mobile games and online games. Digi-capital estimates that the Asian and European markets will account for 80% of the joint market share of mobile games and online games.
In the first public release of games, 18 were in the third quarter of 2013 to 2014.Initial Public Offering15 of the companies are from China, Japan, and South Korea. In 2013, mobile app users accounted for 32%, and 74% of revenue came from mobile users.
The average M & A transaction scale increased from 2013 in 145% to 2014 million USD in Q3 in 0.1 billion. From 2013 to the third quarter of 2014, the investment value increased by 45%.
Game mergers and acquisitions hit a new peak, reaching $12.2 billion in the third quarter, double the total amount of last year