The investment company Aream & Co published the Third Quarter of the Game Industry Investment Report 2025, which reveals a steady movement in the global game ecology. The report shows that M & As activity has remained stable during the quarter, with 49 transactions recorded, the overall value of which was dominated by acquisitions of $55 billion by Electric Arts, bringing the total value of the industry to $60 billion.

Aream & Co. data show that the number of global Q3 mergers and acquisitions in 2025 was 49, which is the same as Q2, indicating a “normalization” of industry integration. These transactions cover acquisitions from independent studios to platform eco-mergers, with North America accounting for 45 per cent, Europe 25 per cent and Asia 20 per cent. However, the overall value of the transaction was “single” by a $55 billion acquisition by EA: the consortium of Saudi Public Investment Fund (PIF), Silver Lake Capital and Affiliation Partners acquired at the beginning of this month at $55 billion in full cash. This case not only updated the Q3 records but also accounted for over 90 per cent of the total quarterly value, but also “the largest total cash privatization transaction in history”.

In addition to the acquisition of EAs, a US$ 250 million South-East Asian hand-swap workshop was procured to enhance localization; Sony spent US$ 180 million on the European mainframe game IP to expand PlayStation ecology. The report analyses that while M&A stabilization has benefited from an improved regulatory environment (e.g., accelerated antimonopoly review in the EU) and a warming in valuation, the share of small and medium-sized transactions has fallen to 60 per cent, with a clear trend of gator dominance. At the consumer level, global mobile IAP spending reached $21 billion, with an increase of 12 per cent in ring-to-seat and an 8 per cent increase in annual ring-to-year (Yoy) rates, largely driven by Asian developers — with 60 per cent of the increase from Chinese and Korean companies — a recovery that resulted from an increase in emerging market penetration (YoY+25 per cent downloads from India and Brazil) and festive promotion.

The PC game market is also strong, with an 18 per cent increase in revenue over the same year, with the Steam platform taking the lead, and the Q3 battalion receiving about $4.5 billion (YoY+18 per cent), benefiting from the “summer special” and independent game boom of Valve.
