The Economist January 22nd 2022 Business 57VideogamingHigh score
E
venforMicrosoft,whichboastsa mar
ket value of $2.3trn, $69bn is a lot of
money. On January 18th the firm said it
would pay that sum—in cash—for Activi
sion Blizzard, a videogame developer. It is
by far the biggest acquisition in the video
game industry’s history, and the largest
ever by Microsoft, more than twice the size
of its purchase in 2016 of LinkedIn, a social
network (see chart). The move, which
caught industrywatchers by surprise and
propelled Activision Blizzard’s share price
up by 25%, represents a huge bet on the fu
ture of fun. But not, perhaps, a crazy one.
Gaming was a big, fastgrowing busi
ness even before the pandemic. Lock
downs bolstered its appeal—to hardened
gamers with more time on their hands and
bored neophytes alike. NewZoo, an analy
sis firm, reckons revenues grew by 23% in
2020, to nearly $180bn. That growth has at
tracted the attention of other tech titans,
including Apple, Netflix and Amazon, all
of whom have dipped their toes into the
market in recent years.
Microsoft has been in the business for
two decades. It earns $15bn a year from
games, mostly thanks to its Xbox console.
It has made a string of gaming acquisitions
since 2014, when Satya Nadella, its chief
executive, took the reins. Assuming it is
not blocked by regulators, who are watch
ing big tech with a beady eye, this dealwouldcementitsposition.Oncecomplet
edin2023,it willmakeMicrosoftthethird
largestvideogamingfirmbyrevenue,be
hindonlyTencent,a Chinesegiant,andSo
ny,Microsoft’sperennialrivalinconsoles.
Bigacquisitionsarealwaysrisky.Like
mostcompanies,Microsofthasa spottyre
cord.ActivisionBlizzard’ssharepriceslid
byaround40%betweena peaklastFebru
aryandthedeal’sannouncement,asit was
embroiledina sexualharassmentscandal.
Playernumbershaveslippedfrom530ma
monthin 2015 to390m,andsomerecent
gameshavehadmixedreviews.Pessimists
couldarguethatthecompanyisoverval
ued.Optimists,whoseeannualrevenues
of$8bnandnetprofitmarginsofaround
30%,mightcounterthatit ischeap.
Mostimportant,ActivisionBlizzardhas
lotsofcontent—andinvideogames,asin
allofmedia,contentisking, saysPiers
HardingRollsofAmpereAnalysis,anoth
erresearchfirm.Likethemoviebusiness,
where“StarWars”films,evenbadones,are
reliablemoneyspinners,videogamesrely
increasinglyon“franchises”—popularset
tingsorbrandsthatcanbesqueezedfor
regular instalments. Activision Blizzard
offers,amongothers,“CallofDuty”,a best
selling series of militarythemedshoot
’emups,“CandyCrush”,a popularpattern
matchingmobilegame,and“Warcraft”,a
lightheartedfantasysetting.
ThedealmayhelpMicrosoftbroaden
itsreachbeyond consoles,saysJulianne
HartyofNewZoo.King,a mobilefocused
unitofActivisionBlizzard,boastsaround
245mmonthlyplayersofitsgames,most
ofwhomtapawayat“CandyCrush”.Itis
also a strike againstSony, whose share
pricefellby10%onnewsofthedeal.If
Microsoft controlstherights to “Callof
Duty”,it candecidewhetherornottoallow
thegamestoappearonSony’srivalPlay
Stationmachine.WhenMicrosoftbought
ZeniMaxMedia,anothergamingfirm,for
$7.5bnin2020,itsaiditwouldhonourthe
terms of ZeniMax’s existing publishingagreements with Sony, but that Sony’s
accesstoZeniMax’snewgameswouldbe
considered“ona casebycasebasis”.
ItalsofitsMicrosoft’slongtermambi
tiontobecomethedominantplayerina
gamingmarketthatithopesstillhasplen
tyofroomtogrow.(MrNadella,inevitably,
gushed about the virtualreality “meta
verse”.)Thefirmisbundlingcontentand
pushingthe“GamePass”subscriptionser
vice,whichoffersconsoleandpcgamers
accesstoa rotatinglibraryoftitles—which
usuallycost$4060each—for$10a month.
AddingActivisionBlizzard’scatalogueto
theservicecouldboostitsappeal.
Inthelongerterm,Microsofthopesto
useitsAzurecloudcomputingarmtodo
forvideogameswhatNetflixdidforfilms
andtv. In 2020 it launcheda gamestream
ingaddontoGamePassthatbeamshigh
endgamesacrosstheinternettoa phone,
tvordesktop.Runninga game’scodein
the cloud removes the need to own a
powerful,priceyconsoleorpc. Thetech
nologyistricky.Still,Microsofthopesthat
asitmatures,itwilldrawinmoreplayers,
especially in middleincome countries
wheresmartphonesarecommonbutcon
solesrare.Althoughotherfirms,including
Sony,Amazon andNvidia, offersimilar
services,nonelooksaswellplacedasMi
crosoft. The software giant combines a
strongcontentlibraryanddecadesofexpe
rienceingamingwiththeworld’ssecond
largestcloudoperationbehindAmazon.
Microsoft’sbigbetmaypersuaderivals
they,too,needtosnapupcontentwhile
theycan. Thegamingindustrywasalready
seeingplentyofmergeractivity.Lastyear
fivedealsworth$1bnormorewereinked.
On January10th TakeTwoInteractive,a
gamedeveloperandpublisher,spent$13bn
onZynga,a makerofmobilegames.Sony
willbefeelingvulnerableafterMicrosoft’s
deal.Amazon,AppleorNetflixmaydecide
thatnowisthetimetoshowthattheyare
seriousaboutthebusiness.Consolidation
lookslikethenameofthegame.nMicrosoft places a $69bn bet on the
future of entertainmentAcquisition blizzardSources:Bloomberg;companyreports;pressreports *Devices& servicesbusiness †Patent portfolioMicrosoft,biggestacquisitions,$bn Top video-game firm acquisitions, $bn
Acquirer/target (announcement date)
0 20 40 60 80Zynga/Peak (2020)Facebook/Oculus VR (2014)Electronic Arts/Glu Mobile (2021)Microsoft/Mojang (2014)ByteDance/Moonton (2021)Activision Blizzard/King (2015)Microsoft/ZeniMax Media (2020)Tencent/Supercell (2016)Microsoft/Activision Blizzard (2022)
Take-Two Interactive/Zynga (2022)0 20 40 60 80Skype(2011)NuanceCommunications (2021)LinkedIn (2016)Activision Blizzard (2022)Nortel† (2011)aQuantive (2007)Nokia* (2013)ZeniMax Media (2020)GitHub (201
)Informatica (2015)hands on advanced computer chips. That
is because virtually all such microproces
sors are either American or made with
American equipment. As such, they are
subject to restrictions on exports to China
put in place by Donald Trump and extend
ed by his successor as president, Joe Biden.
It will take years for Chinese companies to
catch up with the global cuttingedge, if
they can do it at all.
These challenges will continue to be
devil all of China’s hightech industries for
years to come. It could leave its aibusi
nesses stuck in a rut—successfully rolling
out relatively unsophisticated products
while trailing Europe and America in para
digmshifting developments of greater fi
nancial and strategic value. Consider Wu
Dao 2.0. Although it was a huge improve
ment on gpt3, it did just that—improve an
existing technology rather thanbreak new
ground. No amount of Chinesetaxpayers’
money is likely to change that.n