Selling live games – A new strategic option for studios
summary
Defines selling a live game as an asset sale and gives concrete deal examples: Dragon Soul moved to FunPlus, FunPlus sells its casual division to Century for $1 billion (2016), Peak offloads its card business to Zynga. Lays out three lifecycle buckets — unproven, growing, declining — and when buyers pay: growing titles fetch the clearest premiums, declining ones suit operators with lower cost bases. Covers required data, IP and partner transfers, personnel transition plans, and tradeoffs between immediate cash and lost future revenue.
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chapters (10)
- 0:00Live game asset sales intro
- 1:24Why asset sales matter
- 3:53Live M&A vs asset sales
- 6:24Live game transaction stages
- 10:17Benefits and drawbacks of selling a live game
- 13:25Asset sale operations
- 14:30Valuation and revenue
- 17:02Buyer info requirements
- 17:43What’s sold in asset sale
- 19:08Game transition to new owner
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