Virtual, augmented and mixed reality are the 4th wave

July 2016

The Great Wave off Kanagawa

[Note: the installed base and revenue forecasts in this post have been completely replaced here, and are no longer valid]

Consumer computing platform changes aren’t straight lines, they’re waves. PC, internet and mobile were the first 3 waves, and each was faster, larger and more disruptive than the last. Now the fourth wave of virtual, augmented and mixed reality is bearing down on us, so let’s dive in. The water’s fine.

Digi-Capital Platform Waves

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Record $18.6 billion games M&A to Q2 2016

July 2016

Games M+A to Q2 2016Games M&A hit a record $18.6 billion in the first half of the year, in a clear sign of late stage market consolidation. The biggest deal was the massive mobile consolidation of 84.3% of Supercell by Tencent for $8.6 billion at a $10.2 billion valuation in Q2, after King’s $5.9 billion acquisition by Activision-Blizzard closed in the first quarter. But those whoppers weren’t the only mobile games companies changing hands, with CMGE being acquired in a reverse merger in China after delisting from NASDAQ last year, Vivendi muscling its way back into games with Gameloft, as well as more take privates and share buybacks rounding out the major transactions. After last year’s games ice age saw deals drop by 81%, games M&A in the first half of 2016 is up nearly 1,000% compared to the rate of deal making in 2015.

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