Global chip sales rose 19.1% in 2024 and will hit double digit growth in 2025 thanks to AI | SIA - Related to launch, vi, m&a, chip, will
Gaming M&A dipped in 2024 but fundraising doubled | Quantum Tech Partners

Gaming mergers and acquisitions were down 3% to $[website] billion in 2024, but fundraising doubled, , an M&A advisory firm.
And when it comes to 2025, the winds are shifting in a generally favorable direction, mentioned Alina Soltys, a partner at Quantum Tech Partners, in an interview with GamesBeat.
Gaming M&A was flat and carried forward mostly by some large deals, like EQT’s purchase of Keywords Studios for $[website] billion and Playtika’s acquisition of SuperPlay for up to $[website] billion. The totals for 2024 and 2023 translate to a couple of flat years after the burst during the pandemic in an era of zero percent interest rates that spurred deals.
M&A and fundraising are positive indicators for an industry’s growth, as they signify capital flowing into the industry and veterans cashing out. But it’s not always “good news.”.
It’s a case where the financial winds of the industry didn’t blow in the same direction as employment trends. Deal activity in fundraising was up, for instance, but layoffs during 2024 topped 15,000. In total, an estimated 34,000 jobs were lost in the past [website] years, and only this month is hiring starting to match the rate of layoffs, mentioned Amir Satvat, game job resource champion, this week. In short, while 2024 was a terrible year for job losses and studio closures, it was a advanced year than the one before for investments.
After a huge year in 2022, gaming M&A has had a couple of flat years.
“We are expecting subtle growth in 2025 and there’s a couple of factors there. I think the factors are, the balance sheets across the board are so much healthier. There’s a lot of cash both from focusing on the right projects, downsizing teams, and divesting things that probably didn’t make sense in the first place,” Soltys stated.
The companies holding cash have scale and revenue, and they are likely to look to acquire. Quantum Tech Partners is one of multiple companies reporting financial results for 2024 in games, and the data doesn’t always line up as different firms count deals in different ways. Others who have , Konvoy Ventures and Hiro Capital.
“We’ve had a significant pickup in conversations from buyers who are looking for high quality assets that have revenue and have profit. So it’s back to basics in terms of quality companies attract quality attention, and how to figure out how to build a quality organization.”.
Quarterly funding recovered for fundraising for games in 2024.
The strategic reasons for doing deals are getting more effective, and that’s a trend that could contribute to the industry’s momentum, Soltys expressed. Growth has become the motivator, though some are done for reasons like payouts to key people.
“For 2025, we see improving activity on M&A and fundraising,” Soltys said. “The big drivers include the Switch 2 coming out and Grand Theft Auto VI launching hopefully at some point this year. That is going to bring broader attention.”.
In 2024, there were 996 fundraising deals. The average raise per deal was $27 million, about double from last year. In 2024, the average quarterly funding total was $[website] billion, more effective than $2 billion in 2023 and $4 billion in 2022. Over the last five years, more than $93 billion has been raised in the past five years. The biggest investment in 2024 was Disney pouring $[website] billion into Epic Games.
“As far as investments go, investments are up generally, but it doesn’t feel like it. If you talk to anybody in the industry, everybody is struggling with fundraising. VCs are much slower at moving. Publishers are much slower to deploy. They’re deploying smaller check sizes, but the data presents that we’re up double in total fundraising from early to growth to late stage,” Soltys unveiled.
She added, “What you see is the average raise per deal is also doubled. And so we’ve gone from a place where most of the deals were about $12 million last year on average, now they’re $27 million and the quarterly activity has been consistently double in 2024 versus 2023. If you think about that, that’s not what you hear day to day in conversations, at least with early stage companies.”.
One explanation for this: in 2023, about 25% of all funding went to early-stage game startups. This year, there’s been a pickup but only 15% went to the early-stage deals. So the biggest pickup has been in the late-stage deals, Soltys expressed.
In 2024, much of the M&A activity was driven by Embracer’s unraveling, where it has been selling off divisions to pay down its debt. For instance, Embracer Group sold the Easy Brain division to Tencent’s Miniclip for $[website] billion — about 10% of the deal activity in 2024.
About $[website] billion was raised by Web3 companies in 2024 across 325 deals. The transaction value was up 52% and deal count was up 17%. The biggest raises were $350 million for Infinite Reality, $140 million for Zentry, $80 million for iD Planet, $50 million for SPFweb3Meta, and $43 million for Azra Games.
“Infinite Reality had a massive round in January as well ($3 billion raised),” Soltys mentioned. “They’re using that capital to buy to build a big metaverse platform.”.
Public game companies are rich with cash.
Quantum Tech Partners also calculates a Global Gaming Index based on the valuations of some of the public game companies.
The companies are trading at a health three times revenues and [website] times EBITDA (earnings before interest, taxes, depreciation and amortization), a measure of profitability. The companies have more than $60 billion in cash on hand.
“The public peer group for gaming is healthy. It’s in a healthy place. It’s up year over year. It’s a broad group of companies that include Western and Eastern developers, as well as some of the engine companies. And so it’s, it’s been tracking nicely,” Soltys mentioned. “I think the crucial piece here is the cash on the balance sheets. About $20 billion of that $60 billion is from Tencent alone.”.
Quantum Tech Partners doesn’t include the gaming revenues or cash on hand at companies like Apple, Google and Microsoft. The bottom for the market was around October 2022, though things are still below the crazy peaks during the pandemic in 2021 and 2020.
“That should lead to more activity. I think the revenue multiple three times is healthy. EBITDA certainly is healthy at [website] times. And the devil is really in the details of each individual business and the growth story. But from an overall lens perspective, it’s in a healthy place.”.
While there are many more games being , there are some indies that stand out as winners.
The successes for small-budget games that hit big fan bases included Animal Well (one developer selling over a million copies), Chained Together (one dev, [website] million copies), Dark and Darker (25 devs, three million copies), Balatro (one dev, five million copies), Manor Lords (one dev, [website] million copies), and Palworld (10 devs, 100 million copies).
“Being an indie means that your budget is smaller, and today we need to have smaller budget games being built and coming out and just delighting audiences. How do you delight an audience. Well, you don’t need to have photorealistic raytracing and open worlds that are bigger than our Earth to get attention.”.
Eastern content like Black Myth: Wukong sold well, as did remasters of games that gamers played in the 1990s. Another bright spot was Roblox, which has 89 million daily active players, as well as Fortnite, which had 110 million monthly active individuals. Roblox had $864 million in LTM developer exchange fees and Fortnite paid out $352 million in developer payouts. The combined total of Roblox and Fortnite was $[website] billion paid out to developers in 2024.
“As we look at where does the industry grow, there are still a lot of blue oceans there, and the alternative platforms largely represent those opportunities, like Roblox, UEFN, and HTML5 games,” Soltys expressed.
And Telegram, which has 950 million crypto-savvy players, came out of nowhere as a massive force in Web3 gaming. Gaming grew from 1% of Telegram’s audience in 2023 to 20% in 2024. Discord is also about 90% gamers and that is another 200 million players, she mentioned.
Distribution is still critical in gaming and game companies are struggling to reach players through alternative app stores, given the grip of Apple and Android stores. That means 30% of game dev revenue goes to paying the big platforms. That’s a big impact and the game companies haven’t escaped it, despite antitrust litigation from Epic Games and governments around the world.
Geopolitically, one of the big shifts that Soltys sees is the growth of publishing decisions and funding decisions made in both South Korea and Japan. Sony, for instances, has shifted a lot of financial decisions back to Japan. Those types of companies tend to continue to invest throughout tough or good times. China could see continuing struggles given the nature of its market, and tariff wars aren’t going to help.
“One of the things that has been surprising to us is the slowness of using AI in gaming, where usually you see gaming as being on the forefront of technology,” Soltys noted. “AI feels like it’s moving so fast all around gaming, and there’s a major resistance. I understand why from certain perspectives.”.
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Global chip sales rose 19.1% in 2024 and will hit double digit growth in 2025 thanks to AI | SIA

Global semiconductor chip sales rose [website] to $[website] billion in 2024 and growth is expected to grow double-digit percentages in 2025, (SIA).
The SIA stated the 2024 numbers hit a new record and compared to the 2023 total of $[website] billion. The reason, of course, was spectacular demand for AI processors and memory, stated John Neuffer, CEO of the SIA, the chip industry’s lobbying group, in an interview with GamesBeat.
The [website] actual growth was above the 13% forecast that the SIA made, and the 2024 growth compares to an [website] contraction in 2023. That’s a huge swing in demand thanks to AI. And it’s one reason why Nvidia is one of the most valuable companies in the world with a valuation of $[website] trillion.
And in 2025, chip sales are expected to hit [website] growth, stated Greg LaRocca, director of market research and economic policy at the SIA, in an interview. This is critical for the economy as chips are the heart of everything electronic and are a vital part of the technology food chain.
The data comes at an key time in the national discourse, as President Donald Trump has pledged to place tariffs on semiconductor chips coming not only from China but also our ally Taiwan. While he took action against Mexico, China and Canada last weekend, he did not yet place tariffs on Taiwan or chips. (The Mexico and Canada tariffs were delayed 30 days).
John Neuffer, CEO of the Semiconductor Industry Association.
Jensen Huang, CEO of Nvidia, visited Trump last Friday at the White House to emphasize the importance of the semiconductor industry and [website] leadership in AI. Nvidia gets its chips from Taiwan. The Consumer Technology Association estimates that tariffs could make game consoles 40% more expensive for [website] consumers, with a 26% price increase for smartphones and 46% price increase for laptops.
The SIA has also been a big advocate for the Chips & Science Act, a bipartisan-supported law that earmarked $52 billion for rebuilding chip manufacturing in the [website] Intel noted it has already received $2 billion in funds for its [website] chip factories. It remains to be seen if the new administration will continue to support the act, as advocates call for more money to be earmarked for it.
“After all of the plants that are in the process of being built and started and launched, at the end of all of that, by 2032, the [website] may be up around 14% or something. It takes time. It is an absolutely massive industry. And moving the needle from 10% to 14% is in fact a remarkably good number. It’s a sign of how hard it is to move. And it’s the same for Europe, of course,” Duncan Stewart, a chip leader at Deloitte, told me in an interview for a analysis this week.
Credit: VentureBeat made with Midjourney V6.
As for the chip numbers, fourth-quarter sales of $[website] billion were [website] more than the fourth quarter of 2023, and [website] higher than the third quarter of 2024. And global sales for the month of December 2024 were $[website] billion, a decrease of [website] compared to the November 2024 total.
Monthly sales are compiled by the World Semiconductor Trade Statistics (WSTS) organization and represent a three-month moving average. SIA represents 99% of the [website] semiconductor industry by revenue and nearly two-thirds of [website] chip firms.
“The global semiconductor market experienced its highest-ever sales year in 2024, topping $600 billion in annual sales for the first time, and double-digit market growth is projected for 2025,” mentioned Neuffer. “Semiconductors enable virtually all modern technologies – including medical devices, communications, defense applications, AI, advanced transportation, and countless others – and the long-term industry outlook is incredibly strong.”.
“As semiconductor sales rise globally, America is projected to triple its domestic chip manufacturing capacity by 2032, putting our country in a strong position to reinforce its supply chains and help meet rising global demand,” Neuffer introduced. “To keep America on top in chip technology, leaders in Washington should advance policies that promote semiconductor production and innovation, strengthen the high-tech workforce, and restore [website] trade leadership.”.
Several semiconductor product segments stood out in 2024. Sales of logic products totaled $[website] billion in 2024, making it the largest product category by sales. Memory products were second in terms of sales, increasing by [website] in 2024 to a total of $[website] billion. DRAM products, a subset of memory, recorded an [website] sales increase, the largest percentage growth of any product category in 2024.
Neuffer mentioned that the logic (including processors), memory and analog segments are often on different trajectories, as there are many different kinds of semiconductors serving all of the electronics industries. Logic and memory have been driven by demand for AI servers in data centers and AI PCs in offices and homes. But sometimes there’s a good year for logic and a bad year for memory, depending on capacity.
LaRocca expressed the SIA does not yet classify AI chips separately, but much of the AI tech is embedded in computer systems using logic chips. That category grew 81.% in 2024, he expressed.
“It’s an astounding rate of growth that we’ve never seen before,” Neuffer expressed. “It’s really fast growth across the board.”.
But he noted the industry can be “incredibly volatile” when it comes to oscillations in areas like memory chips.
Cerebras Condor Galaxy at Colovore Data Center.
In an understatement, Neuffer stated the prospects of a trade war are “problematic.”.
“Our supply chains are deeply dependent on global trade. The operation of those supply chains is everything for us. And on the other side, something like three quarters of our end-people are overseas. So global trade is just a huge piece of our success,” Neuffer expressed.
Neuffer mentioned he didn’t want to get into hypotheticals about what cold happen. He noted the details matter, like what happens with a chip that ships back and forth before it winds up in an electronics product purchased in the [website] It also depends on what countries get hit with the tariffs and retaliation.
In terms of educating politicians, he showcased there is still some terrain to cover in terms of helping everyone understand how supply chains work.
“We view measures that raise the cost of manufacturing in the [website] as problematic at a time when our companies have made very big, very substantial commitments to manufacture more (in the [website] and how that has been identified by this administration as a priority to have more manufacturing here,” Neuffer noted. “We really think there’s an opportunity here to put in place kind of a comprehensive strategy that includes a number of things, like continuing with incentives that make America attractive for manufacturing, double down with some design incentives, put in place a policy to recapture our trade leadership around the world since we’re so dependent on global trade as an industry.”.
Neuffer said the Chips & Science Act was incredibly important to the industry and pivotal for the country.
“But standing alone is not a strategy. It’s a piece of a bigger strategy. And the bigger strategy has immigration policy that makes sure the talent that we train here stays here, and a broader workforce strategy to train the talent here domestically,” he stated.
Funding applied science and basic science is also critical in terms of keeping the [website] competitive, he mentioned. Some politicians have objected to giving money to corporations to build chip factories. But Neuffer noted that other countries have used subsidies to pull manufacturing out of the [website] and now we’re behind.
“That’s why we drove into the ditch on this, is over the years. Our federal government was not in the game. Other governments around the world with chip industries had been running circles around us and were probably bemused that we were stuck and as a result our manufacturing declined dramatically over the last 30 years or so,” he expressed. “The Chips Act has turned that around and if somehow the incentives taper off again, so will our manufacturing footprint. That’s just the reality.”.
Intel is making some big changes in the way it manufactures chips.
LaRocca said that the disparity in incentives meant that it was 25% to 50% more expensive to build and operate a fab in the [website] in the absence of any [website] incentives compared to other countries. There are also reasons like supply chain resilience and national security to keep chip manufacturing onshore, Neuffer said. He noted that the Chips & Science Act incentives have generated nearly $500 billion in investments in the [website] By 2032, chip manufacturing capacity in the [website] could triple. That’s a higher rate of growth than anywhere else in the world, Neuffer said.
Chip sales were disrupted during the pandemic. While demand for PCs skyrocketed as people worked from home, factories were disrupted and the supply chain couldn’t function during COVID. The industry had a decline starting in the second half of 2022, and that led to a [website] drop in global sales in 2023, the SIA stated. Memory chip growth in 2024 hit 70% compared to 2023.
By and large, the chi industry moves in 18-month economic cycles from oversupply to shortages. Part of the reason is it costs billions of dollars and considerable time to build a brand new factory. As demand changes, it’s hard to bring on more capacity quickly, and as a result prices change.
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Take-Two reports $1.37B bookings for holiday quarter; no update for GTA VI launch

Take-Two Interactive Software didn’t offer a specific upgrade on the launch date of Grand Theft Auto VI (it’s still coming this fall), but it did investigation $[website] billion net bookings for the third-fiscal quarter ended December 31.
The net bookings number was up 3% from $[website] billion a year earlier. Good results for NBA 2K helped offset a slowdown in mobile gaming results. In after-hours trading, Take-Two’s stock is up [website] at $[website].
GAAP net revenue was $[website] billion, compared to $[website] billion in last year’s fiscal third quarter. The GAAP net loss was $[website] million, or 71 cents per share, as compared to $[website] million, or 54 cents per share, for the comparable period last year. Analysts were expecting GAAP revenues of $[website] billion and a loss per share of 90 cents.
Net bookings are the firm’s operational metric, and it’s defined as the net amount of products and services sold digitally or sold-in physically during the period. It includes licensing fees, merchandise, in-game advertising, strategy guides and publisher incentives. GAAP revenues don’t count revenue that is booked in the quarter but realized at later times.
The largest contributors to net bookings were NBA 2K25, Grand Theft Auto Online and Grand Theft Auto V, Toon Blast, Match Factory!, our hyper-casual mobile portfolio, Empires & Puzzles, Red Dead.
Redemption 2 and Red Dead Online, Words With Friends, and Toy Blast.
Take-Two Interactive chief executive Strauss Zelnick.
“We achieved solid results during the holiday season. Our net bookings of $[website] billion were within our guidance range, as significant outperformance in NBA 2K helped to offset moderation experienced in several of our mobile franchises. At the same time, our operating results surpassed expectations, led by the upside from NBA 2K, as well as a shift in timing of expenses that benefited the quarter,” expressed Strauss Zelnick, CEO of Take-Two Interactive, in a statement. “.
He added, “For Fiscal 2025, we are reiterating our Net Bookings guidance range of $[website] to $[website] billion and our outlook for operating performance. Our projections for the fourth quarter balance strength in NBA 2K with a continuation of the current mobile trends, and the shift of some operating expenses into the period.”.
And Zelnick expressed, “Looking ahead, this calendar year is shaping up to be one of the strongest ever for Take-Two, as we plan to launch Sid Meier’s Civilization VII on February 11th, Mafia: The Old Country in the summer, Grand Theft Auto VI in the fall, and Borderlands 4. We continue to invest prudently in our development pipeline and remain confident in Zynga’s potential to create new mobile forever franchises as demonstrated by their ongoing success with Match Factory. As we continue to deliver hits, we remain highly confident that we will achieve sequential increases in, and record levels of, net bookings in fiscal 2026 and 2027.”.
Take-Two revealed recurrent consumer spending increased 5% and accounted for 80% of total GAAP net revenue. Recurrent consumer spending is generated from ongoing consumer engagement and includes virtual currency, add-on content, in-game purchases and in-game advertising.
I interviewed Zelnick briefly and asked if Take-Two would support the Nintendo Switch 2 in a big way. He stated he could not comment on their plans. And he added, “Historically, we’ve supported all major platforms and we’ve selectively supported Nintendo platforms. For example, Civ 7, which is in early access today, will be available for Switch. So I would have every belief that we’ll be supportive of Switch 2.”.
And I asked if he would offer a reassurance that the dates for Mafia: The Old Country and GTA VI would not slip, given there is no launch date for those games yet.
“It’s always the possibilities in our business. However, we’ve given the narrow window for upcoming titles. After all, it is February and we’ve outlined the release schedule through calendar year end,” he stated.
Asked if he were worried about the tariffs proposed by Donald Trump and whether they would affect game hardware or disc sales, he presented, “I’m not sure it would affect physical discs. I do think the tariffs could be a negative for console sales. As an economist, I’m not a big fan of trade wars. I do think there are moments where tariffs make sense. I’m encouraged by the pause in Mexico and Canada. But I’m a free trader so generally speaking I don’t think tariffs are the right way to build or tax an economy.”.
Take-Two confirmed that Michael Condrey, founder of the 31st Union game studio, had left the organization. It also unveiled that studio is making Project Ethos. Asked about it, he mentioned, “We’re grateful to Michael Condrey. He did amazing work for us. He brought us a project and created a team. He is going to continue to advise us on the future of Project Ethos. We’ll be managing that. The transition team” is leading the completion of that game.
As for direct-to-consumer mobile sales, I noted the business expressed it is growing and asked if he views that as a strategic opportunity.
He noted he expect direct-to-consumer will be a bigger part of the business’s mobile platform than it currently is.
“That mentioned, it’s certainly not going to be the lion’s share of sales. We’re still quite happy to work with our retail partners, and we’ll continue to do so worldwide,” he mentioned.
As for the mobile trends that have slowed Zynga’s sales, he revealed, “Our view is that mobile has returned to modest growth, but we haven’t had the kind of powerful industry tailwinds that everyone was enjoying up until mid-2022.
“So the good news is that it’s back to growth. The other news is it’s still a somewhat challenging market. Our recurrent consumer spending mobile was up about 6% in the quarter,” he unveiled. “That was somewhat shy of our expectations. On the other hand, we had this huge hit in Match Factory and great performance in many titles like Toon Blast and Toy Blast. So we’re feeling very good about Zynga. We’re thrilled that it’s part of our portfolio. We have what we believe will be great releases coming up. At the same time, the industry is a bit challenged.”.
I also asked about the ESA’s new business conference, iicon, coming in 2026. He noted, “I’m super excited about it. Frankly i think it’s going to be great.”.
GTA Online has a combat-free social space with Los Santos Tuners.
For the fiscal year, Take-Two is repeating its net bookings guidance for the current FY25 fiscal year at $[website] billion to $[website] billion. While third quarter operating results exceeded expectations, the business expects the fourth quarter to be affected by a continuation of current mobile trends, as well as the shift of some operating expenses into the period.
Recurrent Consumer Spending rose 9% over last year, which was in line with guidance, and accounted for 79% of net bookings.
NBA 2K grew over 30%, which greatly surpassed the internal forecast, led by new attributes and innovation in game modes. Mobile increased 6%, driven by the addition of Match Factory and strength in Toon Blast, Toy Blast and Words with Friends. However, this was below guidance of low double-digit growth, primarily due to underperformance in the hyper-casual mobile portfolio and Empires and Puzzles. And, as anticipated, Grand Theft Auto Online declined.
During the quarter, Take-Two launched NBA 2K 25 Arcade Edition (Apple Arcade), Red Dead Redemption and Undead Nightmare (PC), and Grand Theft Auto Online: Agents of Sabotage. Digital is now 96% of the overall net bookings. In consoles, 79% of game sales are digital. Catalog sales were $350 million, or 53% of non-mobile net bookings.
The firm is raising the recurrent consumer spending forecast to 5% growth, which represents 78% of net bookings, driven by the phenomenal performance of NBA 2K, which is expected to grow low double-digits. Mobile is now expected to grow low single-digits, factoring in the current business trends. And Grand Theft Auto Online is still expected to decline. The firm projects the net bookings breakdown from labels to be roughly 49% Zynga, 34% 2K, and 17% Rockstar Games.
Take-Two expressed the forecast for geographic net bookings will be 60% United States and 40% International.
NBA 2K25 delivered a phenomenal quarter, yielding significant upside to the forecast. To date, the title has sold-in over seven million units, and engagement was extremely strong compared to last year, with Recurrent consumer spending up over 30%, daily active clients up nearly 20%, and monthly active clients up nearly 10%.
The game has community-inspired enhancements to gameplay, major technological updates, and the addition of new game modes.
Additionally, 2K continues to expand the industry-leading basketball franchise with NBA 2K Arcade Edition, MYTEAM, NBA 2K Mobile, and NBA 2K Online in China, all of which contributed to another highly successful year for the NBA 2K franchise as a whole.
Red Dead Redemption 2 is an influencer’s dream.
The Grand Theft Auto series is still leading the industry. Grand Theft Auto V has sold-in over 210 million units worldwide. GTA Online delivered a strong quarter, led by its holiday improvement, Agents of Sabotage, which players praised for its depth, new upgrades, and array of content. GTA+ continues to grow its reach, with membership for the quarter increasing 10% year-over-year.
Rockstar Games continued to expand the audience for Red Dead Redemption 2, which has sold-in more than 70 million units to-date. The title is currently enjoying its highest level of concurrent players on Steam. In addition, Red Dead Online engaged its audience further during the period with the release of the fan-favorite Halloween Pass, featuring seasonal-themed bonuses and rewards.
Recurrent Consumer Spending grew mid-single digits. While this was somewhat below our plan, we remain highly optimistic about Zynga’s future.
Toon Blast and Toy Blast both delivered double-digit growth, led by engaging attributes including new event types, improved player profiles, and enhanced tuning.
Match Factory is performing very well and remains on track to become Zynga’s second largest title by the end of this fiscal year in terms of net bookings. Peak continues to execute strongly and has created one of the top-grossing titles in the puzzle genre.
While Empires & Puzzles performed below expectations in the quarter, Take-Two is confident in the future of this highly profitable forever franchise. The team is launching new event types and corresponding heroes, as well as increasing in-game rewards.
Zynga continued to leverage the zeitgeist of pop culture and broadened its partnerships with leading entertainment brands and personalities, including Words With Friends with Bravo’s Real Housewives, Zynga Poker with actor/comedian Rob Riggle, and Power Slap with TKO.
The teams are growing direct-to-consumer offerings and deploying key learnings across the portfolio. During the holiday season, Take-Two achieved strong double-digit DTC conversion in several major titles, and we are taking action to maintain this momentum.
Take-Two expressed it is confident in Zynga’s continued ability to launch successful new titles as well as brand extensions for some of our console IP. In the quarters ahead, the firm looks forward to launching new hit mobile games, including the latest installment of Zynga’s racing franchise, CSR 3.
Take-Two has a lot of games coming. Sid Meier’s Civilization VII arrives on February 11. Player sentiment is positive on that title, Take-Two mentioned. I’ve been playing the game and it’s a beautiful title. PGA Tour 2K25 is coming on February 28. WWE 2K25 releases on March 14.
But the calendar is still vague for other titles. Hangar 13 and 2K’s Mafia: The Old Country is coming this summer, GTA VI is the fall of 2025, Borderlands 4 is coming this year. There are no dates yet for Zynga’s CSR 3, Ghost Story Games’ Judas (the latest title from Ken Levine), and no date for 2K’s Project Ethos. Michael Condrey, head of the studio making that game, has left the corporation.
The Mafia franchise has sold more than 35 million copies to date.
Looking ahead, this calendar year is shaping up to be one of the strongest ever for Take-Two, the organization stated.
The organization mentioned it also remains confident in Zynga’s ability to create new mobile forever franchises as demonstrated by their ongoing success with Match Factory.
“We are exceedingly optimistic about the commercial potential of our titles and believe that they will have a transformative effect on our business – and our industry – over the long term,” the enterprise stated. “As we execute on our mission to create our industry’s most innovative and engaging entertainment experiences, we remain highly confident that we will achieve sequential increases in, and record levels of, net bookings in Fiscal 2026 and 2027.”.
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Market Impact Analysis
Market Growth Trend
2018 | 2019 | 2020 | 2021 | 2022 | 2023 | 2024 |
---|---|---|---|---|---|---|
12.0% | 14.4% | 15.2% | 16.8% | 17.8% | 18.3% | 18.5% |
Quarterly Growth Rate
Q1 2024 | Q2 2024 | Q3 2024 | Q4 2024 |
---|---|---|---|
16.8% | 17.5% | 18.2% | 18.5% |
Market Segments and Growth Drivers
Segment | Market Share | Growth Rate |
---|---|---|
Digital Transformation | 31% | 22.5% |
IoT Solutions | 24% | 19.8% |
Blockchain | 13% | 24.9% |
AR/VR Applications | 18% | 29.5% |
Other Innovations | 14% | 15.7% |
Technology Maturity Curve
Different technologies within the ecosystem are at varying stages of maturity:
Competitive Landscape Analysis
Company | Market Share |
---|---|
Amazon Web Services | 16.3% |
Microsoft Azure | 14.7% |
Google Cloud | 9.8% |
IBM Digital | 8.5% |
Salesforce | 7.9% |
Future Outlook and Predictions
The 2024 Gaming Dipped landscape is evolving rapidly, driven by technological advancements, changing threat vectors, and shifting business requirements. Based on current trends and expert analyses, we can anticipate several significant developments across different time horizons:
Year-by-Year Technology Evolution
Based on current trajectory and expert analyses, we can project the following development timeline:
Technology Maturity Curve
Different technologies within the ecosystem are at varying stages of maturity, influencing adoption timelines and investment priorities:
Innovation Trigger
- Generative AI for specialized domains
- Blockchain for supply chain verification
Peak of Inflated Expectations
- Digital twins for business processes
- Quantum-resistant cryptography
Trough of Disillusionment
- Consumer AR/VR applications
- General-purpose blockchain
Slope of Enlightenment
- AI-driven analytics
- Edge computing
Plateau of Productivity
- Cloud infrastructure
- Mobile applications
Technology Evolution Timeline
- Technology adoption accelerating across industries
- digital transformation initiatives becoming mainstream
- Significant transformation of business processes through advanced technologies
- new digital business models emerging
- Fundamental shifts in how technology integrates with business and society
- emergence of new technology paradigms
Expert Perspectives
Leading experts in the digital innovation sector provide diverse perspectives on how the landscape will evolve over the coming years:
"Technology transformation will continue to accelerate, creating both challenges and opportunities."
— Industry Expert
"Organizations must balance innovation with practical implementation to achieve meaningful results."
— Technology Analyst
"The most successful adopters will focus on business outcomes rather than technology for its own sake."
— Research Director
Areas of Expert Consensus
- Acceleration of Innovation: The pace of technological evolution will continue to increase
- Practical Integration: Focus will shift from proof-of-concept to operational deployment
- Human-Technology Partnership: Most effective implementations will optimize human-machine collaboration
- Regulatory Influence: Regulatory frameworks will increasingly shape technology development
Short-Term Outlook (1-2 Years)
In the immediate future, organizations will focus on implementing and optimizing currently available technologies to address pressing digital innovation challenges:
- Technology adoption accelerating across industries
- digital transformation initiatives becoming mainstream
These developments will be characterized by incremental improvements to existing frameworks rather than revolutionary changes, with emphasis on practical deployment and measurable outcomes.
Mid-Term Outlook (3-5 Years)
As technologies mature and organizations adapt, more substantial transformations will emerge in how security is approached and implemented:
- Significant transformation of business processes through advanced technologies
- new digital business models emerging
This period will see significant changes in security architecture and operational models, with increasing automation and integration between previously siloed security functions. Organizations will shift from reactive to proactive security postures.
Long-Term Outlook (5+ Years)
Looking further ahead, more fundamental shifts will reshape how cybersecurity is conceptualized and implemented across digital ecosystems:
- Fundamental shifts in how technology integrates with business and society
- emergence of new technology paradigms
These long-term developments will likely require significant technical breakthroughs, new regulatory frameworks, and evolution in how organizations approach security as a fundamental business function rather than a technical discipline.
Key Risk Factors and Uncertainties
Several critical factors could significantly impact the trajectory of digital innovation evolution:
Organizations should monitor these factors closely and develop contingency strategies to mitigate potential negative impacts on technology implementation timelines.
Alternative Future Scenarios
The evolution of technology can follow different paths depending on various factors including regulatory developments, investment trends, technological breakthroughs, and market adoption. We analyze three potential scenarios:
Optimistic Scenario
Rapid adoption of advanced technologies with significant business impact
Key Drivers: Supportive regulatory environment, significant research breakthroughs, strong market incentives, and rapid user adoption.
Probability: 25-30%
Base Case Scenario
Measured implementation with incremental improvements
Key Drivers: Balanced regulatory approach, steady technological progress, and selective implementation based on clear ROI.
Probability: 50-60%
Conservative Scenario
Technical and organizational barriers limiting effective adoption
Key Drivers: Restrictive regulations, technical limitations, implementation challenges, and risk-averse organizational cultures.
Probability: 15-20%
Scenario Comparison Matrix
Factor | Optimistic | Base Case | Conservative |
---|---|---|---|
Implementation Timeline | Accelerated | Steady | Delayed |
Market Adoption | Widespread | Selective | Limited |
Technology Evolution | Rapid | Progressive | Incremental |
Regulatory Environment | Supportive | Balanced | Restrictive |
Business Impact | Transformative | Significant | Modest |
Transformational Impact
Technology becoming increasingly embedded in all aspects of business operations. This evolution will necessitate significant changes in organizational structures, talent development, and strategic planning processes.
The convergence of multiple technological trends—including artificial intelligence, quantum computing, and ubiquitous connectivity—will create both unprecedented security challenges and innovative defensive capabilities.
Implementation Challenges
Technical complexity and organizational readiness remain key challenges. Organizations will need to develop comprehensive change management strategies to successfully navigate these transitions.
Regulatory uncertainty, particularly around emerging technologies like AI in security applications, will require flexible security architectures that can adapt to evolving compliance requirements.
Key Innovations to Watch
Artificial intelligence, distributed systems, and automation technologies leading innovation. Organizations should monitor these developments closely to maintain competitive advantages and effective security postures.
Strategic investments in research partnerships, technology pilots, and talent development will position forward-thinking organizations to leverage these innovations early in their development cycle.
Technical Glossary
Key technical terms and definitions to help understand the technologies discussed in this article.
Understanding the following technical concepts is essential for grasping the full implications of the security threats and defensive measures discussed in this article. These definitions provide context for both technical and non-technical readers.