Thursday 21 November 2013

Popular Report-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.

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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.


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Table of Contents:

1.0 EXECUTIVE SUMMARY  5

2.0 GAMING INVESTMENT TRENDS 2013 7
2.1 SECOND SCREEN INCLUDING MOBILE DEVICES AND TV  7
2.2 SOCIAL VS. GAME NETWORK 7
2.3 GAMING DEALS 8
2.4 POST ZYNGA ERA IN MIDDLEWARE GAMIFICATION & SOCIAL ELEMENTS INTEGRATION 8

3.0 GAMING INDUSTRY TRASITION AND FRAGMENTATION ANALYSIS 9

4.0 GAMING SECTOR AND BUSINESS MODEL ANALYSIS 13

5.0 VALUE VS. VOLUME REGIONS 17

6.0 MERGER & ACQUISITION (M&A) REVIEW AND ANALYSIS  20

7.0 GAMING VENTURE CAPITAL (VC) REVIEW AND ANALYSIS 25

8.0 CROWDFUNDING TREND AND CASE ANALYSIS 27
8.1 KICKSTARTER PERFORMANCE 27
8.2 APPGENIUS WITH GETFUNDED.COM 28
8.3 POPPY WITH KICKSTARTER FOR AR GAMES 28
8.4 GOLDEN FINGERS WITH INDIEGOGO.COM FOR WRITEON GAME 28

9.0 INVESTMENT CASE ANALYSIS  29
9.1 IBM FOUNDER FAMILY ON PLAYDEMIC FOR SOCIAL GAME  29
9.2 ZATTIKKA ACQUISITION OF HATTRICK, CONCEPT ART HOUSE AND SNEAKY GAMES 29
9.3 SUPERCELL FUNDING AND TREND AROUND FREEMIUM MODEL 30
9.4 IMI.VC INVESTMENT FOR GAME INSIGHT 30
9.5 ROCK GAMING INTEREST ON CAESARS INTERACTIVE 30
9.6 NEXON INVESTMENT TO RUMBLE ENTERTAINMENT, ROBOTOKI, SHIVER ENTERTAINMENT, AND SECRETNEWCO 31

10.0 CONCLUSION AND OPPORTUNITY ANALYSIS  32
10.1 OPPORTUNITY CHART BY GAMING SECTORS  32
10.2 OPPORTUNITY IN MOBILE AND TABLET GAMING PLATFORM 33
10.2.1 ONLINE AND MOBILE GAME COMPANY 33
10.2.2 CONSOLE GAME COMPANY 33
10.2.3 INDEPENDENT GAME COMPANY  33
10.2.4 TELECOM AND DISTRIBUTION COMPANY 33
10.2.5 VENTURE CAPITAL FIRMS 33
10.2.6 PRIVATE EQUITY FIRMS 34
10.3 OPPORTUNITY IN SOCIAL AND CASUAL GAMING SECTOR 34
10.3.1 ONLINE AND MOBILE GAME COMPANY 34
10.3.2 CONSOLE GAME COMPANY 34
10.3.3 INDEPENDENT GAME COMPANY  34
10.3.4 TELECOM AND DISTRIBUTION COMPANY 35
10.3.5 VENTURE CAPITAL FIRMS 35

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