Gaming sector records major mergers and acquisitions in 2026 despite mobile market difficulties
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Gaming sector records major mergers and acquisitions in 2026 despite mobile market difficulties

In 2026, the gaming industry witnessed significant mergers and acquisitions, even while facing challenges in the mobile sector. On August 4, 2026, the Saudi Arabian Public Investment Fund finalized the acquisition of EA for US$ 55 billion, establishing the largest LBO (Leveraged Buyout) in history. Five months before this event, the same fund had invested US$ 6 billion in Moonton, owner of MLBB.

During the period between the two transactions, the mobile gaming market experienced a 12% retraction in downloads and a 2% decrease in revenue generated by players. Despite the sharp market decline, the amounts paid were high, indicating discrepancies in indicators.

According to surveys by Drake Star, the 2026 figures are notable. In the first quarter, 51 M&A deals were recorded, totaling over US$ 100 billion in disclosed value. Although the mobile segment was a driver of this movement, the most prominent deal was the union between Paramount and Warner Bros. Discovery – which includes Warner Bros. Games – and the purchase of Moonton by Savvy Games, valued at US$ 6 billion.

Other significant acquisitions included Scopely's purchase of majority stakes in Loom Games (valued at over US$ 1 billion), and NCSOFT's acquisition of JustPlay (valued at US$ 202 million). The acquisition of Bluetile Games by Nazara, the purchase of a stake in NetEase by Mattel in Mattel163, and the acquisition of Budge Studios by Haveli were also noteworthy.

In addition to acquisitions, private financing reached substantial figures, totaling 106 deals with an aggregate value of US$ 785 million in the first quarter. In the second quarter, Drake Star reported positive results, with 51 transactions maintaining a 'healthy' level, totaling US$ 1.4 billion. These transactions mainly involved PC/console and mobile game studios, as well as small and medium-sized enterprises.

Among the second-quarter deals, the acquisition of Playstack by IMC (a TPG investment vehicle), the repurchase of management of CCP Games by Pearl Abyss, the purchase of Hipster Whale by Atari, and the acquisition of Metacore by Supercell stand out. Private financing in this quarter exceeded US$ 2.5 billion, making it the strongest in the last 12 months and the second largest in the last three years.

However, these totals still do not surpass the volume of 2025, which registered US$ 161 billion in disclosed value. This amount was driven by the US$ 55 billion LBO of EA and the US$ 82.7 billion offer from Netflix to Warner. The difference lies in the counting methodology: both 2025 deals were recorded on the announcement date. The EA LBO, announced on September 29, 2025, and the Netflix offer to Warner, were included in that year's accounting.

Although the EA money was only transferred in August 2026, after approval by the US foreign investment committees and the European Commission on September 21, Paramount sealed a deal with the 12 states contesting the purchase of Warner Bros. Discovery. This allowed the US$ 110 billion deal to be concluded before the end of the month. If both operations are accounted for by the closing date, 2026 concentrates the largest LBO and the biggest merger in Hollywood history involving game studios. Despite this, in terms of announced value, 2025 remains higher, but in terms of effectively paid value, 2026 has no historical precedent.

Even with numerous acquisitions in the mobile sector, the first half of 2026 recorded US$ 40 billion in player spending, representing a 2% drop compared to the previous year. The situation is worsened by a 12% drop in downloads, totaling 24 billion. Additionally, the first quarter showed 11.9 billion game installations, the worst first-quarter record since 2019, according to Sensor Tower.

The report also points to advertising as an increasingly vital revenue source for mobile game publishers, especially due to reduced consumer spending. According to the company, developers are prioritizing hybrid monetization strategies, combining in-app purchases with advertising to compensate for the audience slowdown.

It is crucial to note that Sensor Tower only considers data from Apple's App Store and Google Play, excluding D2C (Direct-to-Consumer) data, alternative Android stores in China, and ad revenue. Incorporating this data changes the numbers significantly, as evidenced by the Newzoo survey. The latter points to a value of US$ 113.3 billion for 2025, contrasting with Sensor Tower's US$ 81.75 billion, and projects US$ 121.1 billion for 2026.

The paradox is explained by the increase in customer acquisition cost. The cost per install rose by 30% in 2025, reaching US$ 0.56, while downloads continued to fall for the second consecutive year. Faced with a restricted funnel and expensive acquisitions, it becomes more advantageous to acquire a studio already with a base of paying users than to compete for new users. Furthermore, the profile of the buyers is relevant: sovereign funds operate with a long-term horizon, without the pressure of immediate quarterly results. Thus, mobile has not stopped generating revenue, but rather has ceased to show growth, transforming it into an opportunity asset.

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More than 50 games to be discontinued in 2026; California law seeks to protect games from discontinuation
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olhardigital.com.br

More than 50 games to be discontinued in 2026; California law seeks to protect games from discontinuation

In January, the servers for the game Anthem were shut down, resulting in a loss of access for players who had purchased the title, given that it does not have an offline mode. This incident adds to a series of recent cases where various other games have become unplayable, often without prior notice beyond announcements on Discord or notes on the Steam page.

A recent survey points to the discontinuation of several notorious titles. Among them, Anthem, which caused surprise, and Highguard, which was a big expectation at The Game Awards 2025 but had its lifespan limited to only 45 days. Additionally, a significant portion of games for PlayStation 3 and 4, Xbox 360 and One had their servers shut down, either due to lack of hardware support or budget cuts.

So far, about 50 games have been discontinued, including those with offline functionalities, and have been removed from platforms such as Steam, PS Store, and Microsoft Store. Other titles, such as Granblue Fantasy: Versus, WWE 2K24, and NBA Live 19, have lost support for their online modes, while Project CARS 3 and others have been removed from digital stores, although their offline and local multiplayer modes remain operational.

More discontinuations are expected by the end of the year, covering titles from major developers. For example, Destiny 2, announced on May 21, will no longer receive updates because the studio Bungie is focusing efforts on a future, yet-to-be-revealed launch, which is not Destiny 3. Although Bungie assures that there are no plans for a definitive server shutdown, the number of discontinued titles suggests that the end of Destiny 2 is only a matter of time.

The bill known as Protect Our Games Act (AB 1921) is being processed in the state of California, USA. This legislation proposes to require video game companies to ensure that purchased games remain playable even after the termination of online services. Companies would have two options: provide an update that allows continuous use of the game without dependence on the original servers, or fully reimburse the buyers.

This initiative is a direct reflection of the global movement Stop Killing Games, which advocates for the preservation of games after their shutdown. The bill has already been voted on in the California Assembly and proceeded to deliberation in the state Senate. However, the path to final approval is still long.

A setback occurred in the state Senate, as despite being approved by the California Assembly in May, the bill failed in a crucial committee vote on June 29, receiving only 4 votes in favor, 3 against, and 4 abstentions. Thus, the text did not reach the necessary majority, preventing further voting before 2027. Furthermore, the proposed law would only apply to games released from 2027 onwards, leaving many current titles vulnerable to extinction.

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