Gaming generates more revenue than film and music combined. Three billion people play games globally. Esports fills stadiums. In-game economies trade billions in virtual goods annually. And as gaming shifts from consoles to mobile to cloud, the platform that captures the next generation of players captures a customer for life.
A user-generated gaming platform with 80 million daily active users, the majority under 17. Functions as a social network, game engine, and virtual economy all at once. Robux — the in-game currency — is a proto-metaverse economy generating billions in transactions.
Owns FIFA (now EA Sports FC), Madden, Apex Legends, and The Sims. Live services — ongoing in-game purchases — now generate the majority of revenue. EA's sports franchises have billions in dedicated annual players who buy every edition.
Publisher of GTA, Red Dead Redemption, NBA 2K, and Borderlands. GTA VI — one of the most anticipated game releases in history — is in development. GTA Online generates hundreds of millions annually in recurring microtransaction revenue.
China's second-largest gaming company after Tencent. Partners with Blizzard for WoW and Overwatch in China. Has its own globally successful titles including Naraka: Bladepoint. A major beneficiary of Chinese gaming's global expansion.
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