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Aream & Co: M&A activity dropped to $500m in Q4 2025

Video game M&A activity reached $500 million in Q4 2025, an 89% year-on-year decline, according to investment bank Aream & Co. The quarter recorded 39 deals, showing that transaction volume rose even as the total value of acquisitions dropped sharply. The difference points to a shift toward smaller targets rather than a complete halt in dealmaking.

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Video game M&A activity shifted toward smaller deals

Aream & Co’s Q4 Video Game Market Update says merger and acquisition value fell to its lowest level of 2025. The firm linked the decline to a “pivot toward smaller targets.” Deal count, by contrast, increased 34% compared with the same quarter a year earlier.

Asian publishers accounted for several notable transactions. NCSoft acquired Indygo Group for $104 million, while Kakao purchased the remaining portion of Kakao VX at a valuation of $114 million. Together, these examples illustrate how smaller acquisitions can add to deal volume without matching the value of a few major transactions.

What to watch: Deal count and total transaction value measure different things. Looking at both can provide a clearer picture of market activity than relying on either figure alone.

Public and private investment trends

Public market financing reached $1.7 billion during the quarter. Two major developments contributed: Tencent’s $1.25 billion “strategic investment” in French publisher Ubisoft and the spin-out of Coffee Stain from Embracer Group at a $616 million market capitalization.

Private investment rose 29% to $900 million across 102 deals. Aream & Co reported that much of this funding went to game technology companies and mobile studios in Turkey, including Grand and Good Job. Funding was not evenly distributed across company stages: pre-seed and seed investment totaled $200 million, up 9% year on year, while Series A funding fell 32% to $200 million.

For readers tracking investment, these figures suggest that the type of funding and the stage of a company matter as much as the overall total. The report’s figures distinguish early-stage activity from later-stage financing.

Games market performance beyond acquisitions

Revenue trends varied by platform. PC revenue increased 20% year on year, which Aream & Co attributed to established franchises such as Battlefield 6 and new intellectual property such as Arc Raiders. Console revenue rose 13%, driven by third-party releases.

Mobile games generated $20.7 billion in in-app spending during the quarter. The report attributed this result to improved monetization rather than an increase in downloads, and said Asian and Turkish companies significantly outperformed their peers.

Roblox payouts rose 41% to $1.3 billion. Aream & Co said the increase reflects the growing importance of user-generated content (UGC) in the games market.

Capital available to major games companies

Despite a slowdown in funding and investment over recent years, diversified games companies including Sony, Take-Two, Nintendo and Tencent held around $111.8 billion in deployable capital as of Q3 2025. Asian mobile-focused companies held a further $9.5 billion, according to the report.

Overall, video game M&A activity in Q4 2025 was characterized by lower transaction value, more deals and continued investment in selected areas. Comparing deal totals with funding by stage and platform revenue helps put the quarter’s headline decline into context.

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