Aream & Co.’s Q2 2025 report shows strong gaming acquisitions and public market gains, while private investments in the game industry remain at historic lows.
The second quarter of 2025 presented a complex picture for the gaming industry, marked by strong acquisition activity and continued weakness in private investments. According to a recent report by Aream & Co., acquisitions totaled $6.2 billion during the quarter, driven by a small number of high-value deals. However, private funding remained stagnant, with only $400 million deployed across 83 transactions, matching Q1 and reaching a five-year low for the second consecutive quarter.
Aream & Co Q2 2025 Report
The overall value of acquisitions during Q2 was significantly influenced by two high-profile transactions. Scopely, backed by Savvy Games Group, completed its $3.5 billion acquisition of Niantic’s gaming division. Additionally, a private equity-led investment in Dream Games contributed to the quarter’s total. These deals reflect growing interest in mobile gaming assets, which remained the most active area in terms of transaction volume. In contrast, PC and console deal activity was more limited.
The total number of M&A transactions in the first half of 2025 reached 82, amounting to $9.5 billion. This represented a 144 percent increase compared to the same period last year and marked the highest half-year deal count since the pandemic. Aream & Co.’s methodology includes only closed transactions, which explains the inclusion of the Niantic deal in Q2, despite its announcement in Q1.
Aream & Co Q2 2025 Report
Capital markets played a supportive role in the overall financing landscape. Companies in the gaming sector raised $4.2 billion through public offerings during Q2. Notable examples included GameStop, which raised $2.3 billion through convertible notes, and Take-Two Interactive, which secured $1.0 billion via a stock issuance. These public fundraising efforts took place amid broader macroeconomic uncertainty but were buoyed by positive investor sentiment.
Gaming equities delivered strong performance during the quarter, with many stocks trading near 52-week highs. However, a divergence in valuation emerged between different segments. Diversified publishers and companies focused on PC and console platforms traded at more than 15 times their projected EBITDA, while mobile-focused companies continued to see lower valuations, reflecting ongoing concerns about monetization and user acquisition efficiency.
Aream & Co Q2 2025 Report
Despite positive developments in the public and M&A markets, private investment in the gaming sector remained subdued. The $400 million deployed across 83 deals in Q2 mirrored the figures from the previous quarter and marked one of the lowest periods for private gaming investment in the past five years. This stagnation reflects ongoing caution among venture capitalists, as well as structural challenges in securing early-stage funding.
There are, however, signs of potential recovery in select areas. AI-driven gaming startups have collectively raised over $2 billion in recent years, and interest in the application of AI within gaming remains high. Turkey has continued to establish itself as a major hub for mobile game development, benefiting from an experienced talent pool and increasing global attention. In addition, some mobile game studios are now turning to cohort financing models that provide non-dilutive capital and help navigate the more difficult Series A environment.
Aream & Co Q2 2025 Report
Mobile gaming revenue remained stable at approximately $20 billion on a quarterly basis, although download activity continued to decline. The market is still adjusting to changes in privacy rules implemented by Apple, which have made targeted advertising less effective. While these changes have had a lasting impact, some investors are focusing on improving user acquisition strategies through new technologies and performance marketing tools.
Windows PC gaming demonstrated solid growth in the quarter. Revenue for the past twelve months increased 20 percent year-over-year to $16.8 billion. This growth was supported by strong performance from independent developers and record levels of user engagement, with peak concurrent users reaching 40.5 million. The PC segment appears to be benefiting from increased platform accessibility and a steady flow of new content.
The console market experienced a transition phase. Nintendo’s Switch 2 launched in early June and sold three million units shortly after release. Sony reported cumulative PlayStation 5 sales of 78 million, continuing its momentum in the current console cycle. Microsoft trailed behind, with its Xbox console selling about half as many units. While the delay of Grand Theft Auto VI to May 2026 has created a temporary gap in the release calendar, other publishers may use this opportunity to introduce new titles and capture market share.
Aream & Co Q2 2025 Report
While financial indicators show areas of strength, the industry also faced challenges during the quarter. Microsoft announced layoffs at its Xbox game studios, with job losses estimated in the thousands. These reductions follow broader restructuring trends across large technology and gaming companies, raising concerns about long-term staffing stability and the impact on game development pipelines.
From a macroeconomic perspective, gaming continues to perform better than many other sectors during uncertain times. However, consumer concerns about pricing, combined with the effects of tariffs and global market volatility, could influence future spending behavior. High-profile releases such as Mario Kart World on the Nintendo Switch 2 have generated discussion around rising game prices, which may affect consumer adoption.
Aream & Co Q2 2025 Report
Despite limited venture capital activity in the first half of 2025, there are indications that private equity could play a larger role in the sector. Firms such as General Catalyst and PvX Partners are investing in tools to improve user acquisition, which may help companies scale more efficiently. The sustained popularity of user-generated content on platforms like Roblox, Fortnite, and Minecraft reflects strong engagement among younger audiences, particularly Gen Z users.
Although current private funding levels are low, the success of select gaming startups and future public market exits could restore confidence among investors. Over time, this may lead to a renewed cycle of venture investment, especially in segments that show resilience and innovation.
Aream & Co Q2 2025 Report
The Q2 2025 report from Aream & Co. illustrates a gaming industry marked by contrasting trends. While merger and acquisition activity reached multi-year highs and public markets showed strong investor interest, private investment continued to underperform. Market dynamics across mobile, PC, and console platforms remain varied, with each segment facing distinct challenges and opportunities. As the industry moves into the second half of the year, stakeholders will be watching closely to see whether venture capital re-engages with gaming or whether private equity and public markets continue to drive the sector forward.
Source: GamesBeat
About the author
Eliza Crichton-Stuart
Head of Operations
Updated:
July 10th 2025
Posted:
July 10th 2025