ExitValue.ai
Industry Guide10 min readApril 2026

How to Value a Gaming or iGaming Company in 2026

Gaming is one of the most misunderstood sectors in M&A. I've seen bankers try to apply standard SaaS multiples to mobile game studios, traditional media multiples to esports organizations, and consumer product multiples to iGaming platforms. None of those frameworks work because gaming spans such radically different business models — from hit-driven console game development to regulated online gambling — that you need a model-specific approach.

Let me break down how valuation actually works across the major gaming sub-sectors, what the data shows, and what separates the companies that command premium multiples from those that struggle to find a buyer.

What the Transaction Data Shows

Our database tracks 261 gaming transactions. The overall median EBITDA multiple is 9.65x with a median revenue multiple of 2.39x. But those aggregate numbers are almost meaningless because the variance between sub-sectors is enormous.

At the small end (enterprise value under $5M), we see 5.05x EBITDA and 1.4x revenue — these are typically indie studios, small mobile game developers, and early-stage companies where the risk premium is high. In the $5-25M range, multiples jump to 11.61x EBITDA and 2.47x revenue as companies demonstrate more sustainable revenue and established player bases.

The trend across gaming is growing. Global gaming revenue exceeded $200B in 2025, and the combination of mobile penetration, streaming, and legalized gambling across US states is expanding the addressable market every year. Buyers are pricing in that growth trajectory.

Revenue Model Is the Primary Valuation Driver

More than any other factor, the revenue model determines how a gaming company is valued. There are fundamentally five models, and each has different economics, different risk profiles, and different buyer appeal.

Premium (pay-to-play):Players pay upfront ($40-70 for console/PC games). Revenue is lumpy and hit-driven — a single title can generate $500M in its launch quarter and $20M the next. This model trades at the lowest multiples (4-7x EBITDA) because every release is a bet, and past success doesn't guarantee future performance. Think of it like a movie studio — you're buying the team and hoping they produce another hit.

Free-to-play (F2P) with in-app purchases:The dominant mobile model. The game is free; revenue comes from a small percentage of players ("whales") buying virtual items, battle passes, or cosmetics. When it works, it produces predictable recurring revenue that looks almost like SaaS economics. F2P games with stable DAU and proven monetization trade at 8-15x EBITDA. The risk is user acquisition cost and retention — if your game falls off the charts, revenue drops fast.

Live service / Games-as-a-Service (GaaS): Games with ongoing content updates, seasons, and expansions that keep players engaged for years. Fortnite, Destiny, and Genshin Impact exemplify this model. It combines elements of premium and F2P with high engagement and long revenue tails. This model commands the highest multiples in gaming (12-20x+ EBITDA) because the revenue is predictable, growing, and has proven staying power.

Subscription: Services like Xbox Game Pass, EA Play, and individual game subscriptions (e.g., World of Warcraft). Pure subscription gaming revenue is valued similarly to media/content subscriptions — 3-5x revenue, with premiums for high retention and low churn.

Gambling/iGaming (GGR-based): Online casinos, sports betting, poker platforms. Valued on Gross Gaming Revenue (GGR) or Net Gaming Revenue (NGR) rather than top-line handle. iGaming companies trade at 8-14x EBITDA depending on market access, licensing, and player database quality. The regulatory moat — state-by-state licensing is expensive, slow, and limited — supports premium valuations.

IP Ownership: The Single Biggest Value Driver

Across every gaming sub-sector, intellectual property ownership is the factor that most dramatically affects valuation. A studio that owns its game IP has a fundamentally different asset profile than one that develops games under work-for-hire contracts for publishers.

Owned IP is a compounding asset. A successful game franchise can be sequeled, expanded, licensed to merchandise, adapted for film/TV, and ported to new platforms over decades. The Mario franchise has generated over $40B in lifetime revenue across games, merchandise, theme parks, and film. Even at the SMB level, a game studio with a popular franchise that generates $5M annually in royalties and sequels is worth dramatically more than one earning $5M in work-for-hire fees.

Buyers evaluate IP on several dimensions: ownership clarity (is it truly owned, or are there publisher reversions, license encumbrances, or co-ownership?), franchise potential (can it support sequels and extensions?), and cross-media viability (is there licensing or adaptation potential?).

Work-for-hire studios — even highly talented ones — trade at lower multiples because their revenue depends on the next contract rather than an owned asset. I always tell studio founders: retain your IP if at all possible. The short-term economics of a publisher deal might look better, but the long-term valuation impact of IP ownership is transformative.

Key Metrics by Sub-Sector

Buyers in gaming don't just look at EBITDA — they evaluate model-specific KPIs that predict future performance. Here's what matters for each:

Mobile games: Daily Active Users (DAU), Monthly Active Users (MAU), DAU/MAU ratio (stickiness — above 20% is good, above 30% is excellent), ARPDAU (average revenue per daily active user), D1/D7/D30 retention rates, and lifetime value (LTV) to customer acquisition cost (CAC) ratio. An LTV/CAC above 3x suggests a sustainable user economics engine.

Console/PC games: Units sold per title, Metacritic scores (75+ is the threshold for commercial viability), franchise attachment rate (what percentage of players buy the sequel?), DLC attach rate, and platform distribution (Steam vs. console-exclusive creates different margin profiles).

iGaming/Gambling: Gross Gaming Revenue (GGR), Net Gaming Revenue (NGR = GGR minus bonuses and promotions), hold percentage (the house edge realized), active depositing players, average revenue per user (ARPU), and the cost to acquire a first-time depositor (typically $200-500 for online casino, $100-300 for sports betting).

Esports organizations: Sponsorship revenue, media rights value, tournament earnings, merchandise sales, team valuations (franchise spot values), and social media reach. Esports is still finding its valuation framework — many organizations are pre-profit, and buyers are essentially buying audience and brand with uncertain monetization.

Regulatory Landscape in iGaming

For iGaming companies, regulatory positioning is a valuation moat. Online gambling is legal in roughly 30 US states for sports betting and about 10 for online casino, with more states expected to legalize over the next 2-3 years. Each state requires a separate license — and those licenses are expensive ($100K-$10M+ depending on the state), time-consuming (6-18 months), and limited in number.

A company with licenses in 10 states has a tangible asset that would take a new entrant years to replicate. Buyers value multi-state licensing as a barrier to entry and price it accordingly. The most valuable iGaming acquisitions I've seen have been primarily about buying market access — the technology was secondary to the license portfolio.

International licensing adds another dimension. Jurisdictions like Malta, Gibraltar, Isle of Man, and Curacao each have different regulatory frameworks. A company with clean licensing in multiple jurisdictions has a competitive position that supports premium valuation.

The Live Service Premium

The most significant valuation trend in gaming over the past five years has been the premium placed on live service games — titles with ongoing content, seasonal updates, battle passes, and persistent engagement loops that keep players spending over months and years rather than days.

Live service transforms game economics from one-time purchases into something resembling recurring revenue. A game that generates $10M at launch and $2M per quarter in ongoing live service revenue for 3+ years is worth dramatically more than one that generates $20M at launch and $500K per quarter in declining tail revenue.

Buyers evaluating live service games look at season-over-season revenue retention, battle pass sell-through rates, content update cadence, and community health metrics (player sentiment, content creator engagement, competitive scene activity). A live service game that has maintained or grown its player base over 2+ years is a proven asset.

The risk with live service is that it requires continuous investment in content creation, community management, and server infrastructure. If the studio stops updating the game, players leave. Buyers factor in the ongoing content creation cost as a permanent operating expense.

Gaming Infrastructure and Tools

Beyond game development and gambling, there's an active M&A market for gaming infrastructure — engines, middleware, analytics platforms, monetization tools, anti-cheat systems, matchmaking services, and cloud gaming infrastructure. These companies often trade at technology sector multiples rather than gaming multiples because their revenue is B2B, recurring, and less hit-dependent.

Unity's $4.4B acquisition of ironSource and Epic's acquisitions of multiple tools companies illustrate the platform strategy — owning the infrastructure layer lets you monetize the entire ecosystem rather than betting on individual titles. Even at the SMB level, companies building game analytics, player engagement tools, or game server infrastructure trade at premium multiples (12-20x EBITDA) when they demonstrate sticky B2B relationships.

What Kills Gaming Company Value

Beyond the usual suspects (key person risk, customer concentration), gaming has industry-specific value destroyers:

  • Platform dependency:A mobile game that generates 90% of revenue from a single platform (iOS or Google Play) is subject to platform policy changes, fee increases, and algorithmic demotion. Apple's App Store commission changes have destroyed studios overnight.
  • Single-title dependency: A studio whose entire revenue comes from one game, no matter how successful, has a concentration risk that buyers heavily discount. One bad update, one content drought, one competitor launch can crater revenue.
  • Talent concentration:If the creative director, lead designer, or technical architect is irreplaceable and uncommitted to staying post-acquisition, the deal either doesn't happen or happens at a steep discount.
  • Regulatory exposure: Loot box regulation, age verification requirements, and gambling classification of in-game purchases are evolving rapidly. Companies with revenue models that could be reclassified as gambling face regulatory risk that buyers price in.

Who's Buying Gaming Companies

The buyer landscape in gaming is unusually diverse. Large publishers (Microsoft, Sony, Tencent, Embracer) acquire studios for IP and talent. iGaming operators (Flutter, DraftKings, Entain) acquire for technology and market access. PE firms (Providence, Apax, Silver Lake) have become active in gaming roll-ups. Media companies (Netflix, Amazon) acquire to build gaming content libraries. And increasingly, sovereign wealth funds (particularly from the Middle East) are making significant gaming investments.

This diversity of buyers creates competitive dynamics that benefit sellers. A game studio might simultaneously attract interest from a publisher wanting the IP, a PE firm wanting the recurring revenue, and a media company wanting the audience. Running a broad process in gaming is especially important because the buyer who values your specific asset most might not be obvious.

The Bottom Line

Gaming company valuation requires a nuanced, model-specific approach. A live service game with owned IP, stable DAU, and proven monetization can trade at 15-20x EBITDA. A work-for-hire studio with no owned IP might struggle to get 4x. An iGaming company with multi-state licensing can command 10-14x. The range is enormous because the underlying businesses are fundamentally different even though they all fall under the "gaming" umbrella.

If you're building or running a gaming company with an eventual exit in mind, the playbook is clear: own your IP, build recurring revenue streams (live service, subscriptions, O&M contracts for iGaming), diversify across platforms and titles, and invest in the team that makes it all work. Those are the factors that will determine whether you get a premium or a discount when it's time to sell.

Want to see what your business is worth?

Institutional-quality estimates backed by 25,000+ real M&A transactions.

Get Your Valuation Estimate

Ready to See What Your Business Is Worth?

Start Your Valuation