Column discusses the depth of careers in the gaming industry beyond traditional professions
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Olhar Digital
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Column discusses the depth of careers in the gaming industry beyond traditional professions

Many people question how to enter the gaming market, and the author noticed that their initial answers tended to be repetitive, focusing only on obvious professions such as game designer, programmer, or 3D artist.

Although these roles are vital to sustaining the industry, they are the only ones that usually appear in career guides and fairs. The author argues that the gaming industry is much vaster and more complex than these superficial lists suggest.

When searching for 'gaming career' or 'eSports career,' countless standardized lists appear, ignoring the existence of dozens of other essential professionals. This is compared to an amusement park where everyone wants to be the roller coaster creator, but no one considers who built the tracks, tested the safety, or wrote the manual.

In reality, the gaming market is specialized and rich in niches. There are professionals earning good money to develop internal tools unknown externally, economists who manage the inflation of virtual items, digital security specialists who combat money laundering in gaming marketplaces, and professionals dedicated to the cultural adaptation of American jokes for the Brazilian audience.

The author explains that this column was created to explore this 'second layer' of everything. Just as one knows Fortnite, but not the economist who sets the price of the virtual currency, or one knows League of Legends, but not the analyst who tracks cheaters, the column aims to expose these behind-the-scenes aspects.

This initiative is not an entry guide to the industry, a programming tutorial, or a motivational article; it is an exercise in curiosity. Each edition will address a real and paid profession, but will also reveal what that career says about technology, the industry, and society.

The author mentions that his previous experience, including being a writer and host of a program at Ubisoft on the subject, reinforced his perception that most people are unaware of the breadth of existing careers, which go beyond programming, art, or design.

He emphasizes that the industry thrives not because of famous faces, but because of teams that perform invisible work, covering areas such as economics, security, data, localization, infrastructure, and operational processes.

The creation of this column arose from the desire to offer a space for discussion about gaming professions in a different way, without empty promises, recognizing that the market is global and borderless.

The column will not list professions known as 'game designer' or 'programmer,' as everyone already knows them. Its focus will be on less visible careers, such as rendering engineer, DevOps for games, or game economist, filling an informational void.

In summary, the purpose is to encourage the reader to look beyond the surface, understanding that the gaming industry is vast and that the professional path must be discovered by looking at what truly exists, and not just what is popularly publicized.

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Gaming sector records major mergers and acquisitions in 2026 despite mobile market difficulties
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olhardigital.com.br

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.

AbleGamers works to increase video game accessibility for people with disabilities
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olhardigital.com.br

AbleGamers works to increase video game accessibility for people with disabilities

For many people, playing simply means picking up the controller and pressing the start button. However, for individuals with disabilities, the first obstacle may arise even before the match begins.

On this day, September 21st, celebrated as National Day of the Fight for People with Disabilities, it is relevant to observe how accessibility also applies to the universe of video games. In Brazil, AbleGamers Brasil is an organization that works directly in this area, focusing on expanding access to electronic games for people with disabilities.

One of the main activities developed by AbleGamers involves the manufacturing and donation of adapted controllers. This process takes into account the individual needs of each player, since different types of disabilities require distinct solutions. The use of external buttons, adaptive controllers, and other accessories allows commands that would be concentrated on a standard controller to be reorganized in a more comfortable and accessible way.

The objective is not limited only to enabling a person to control a specific game, but rather finding a configuration that is functional for them.

However, not all impediments can be overcome just with hardware modifications. Information transmitted only by audio, small text, commands requiring high precision, or the lack of options to personalize the gaming experience can also prevent someone from participating.

For this reason, AbleGamers collaborates with industry specialists through the Accessible Player Experiences (APX) methodology. This approach aims to help developers incorporate accessibility from the game creation phase. This covers aspects related to controls, how information is presented, and the challenges imposed on the player.

Accessibility in electronic games also has a social dimension. Online games function as environments where people interact, build friendships, and become part of communities. Thus, in addition to adapted controllers and work with developers, AbleGamers carries out awareness campaigns, participates in events, and offers support to initiatives aimed at players with disabilities.

In summary, making a game accessible does not mean simplifying the experience; it means removing obstacles so that a larger number of people can participate in it. On this National Day of the Fight for People with Disabilities, AbleGamers' work reinforces a fundamental idea: everyone must have the chance to press the start button.

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