Video Games
•60 stocks
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Price Performance Heatmap
5Y Price (Market Cap Weighted)
All Stocks (60)
| Company | Market Cap | Price |
|---|---|---|
|
MSFT
Microsoft Corporation
MSFT drives revenue from gaming (Xbox, Game Pass) as a major software/entertainment category.
|
$3.51T |
$474.96
+0.60%
|
|
NFLX
Netflix, Inc.
Netflix offers video games (gaming) as a content/gaming service.
|
$443.24B |
$104.73
+0.40%
|
|
SONY
Sony Group Corporation
PlayStation and related video game development/publishing comprise a core video game business.
|
$189.70B |
$28.98
+1.59%
|
|
NTES
NetEase, Inc.
Core revenue driver: NetEase develops and publishes video games across multiple platforms (mobile/PC/console).
|
$85.46B |
$139.34
+4.31%
|
|
SE
Sea Limited
Garena develops and publishes video games, notably Free Fire.
|
$75.29B |
$135.59
+3.24%
|
|
RBLX
Roblox Corporation
Roblox is a platform for user-generated video game experiences, i.e., Video Games.
|
$61.87B |
$89.47
+0.25%
|
|
WBD
Warner Bros. Discovery, Inc.
Video Games unit focuses on core, profitable franchises (e.g., Hogwarts Legacy, Mortal Kombat, Game of Thrones, DC/Batman).
|
$57.36B |
$23.07
-0.43%
|
|
EA
Electronic Arts Inc.
EA's core business is designing, publishing, and selling video games across PC/console/mobile platforms.
|
$50.21B |
$201.76
+0.53%
|
|
TTWO
Take-Two Interactive Software, Inc.
TTWO directly develops and publishes video game titles across Rockstar Games, 2K, and Zynga.
|
$43.44B |
$238.20
+1.16%
|
|
FLUT
Flutter Entertainment plc
Provides in-house gaming content (e.g., slot games) for iGaming, a direct product offering.
|
$34.04B |
$190.78
-1.31%
|
|
BBY
Best Buy Co., Inc.
BBY benefits from a growing Video Games category (games and consoles).
|
$16.16B |
$76.02
-0.57%
|
|
SNAP
Snap Inc.
Active mobile gaming ecosystem on Snapchat with a large user base engaging in games.
|
$12.99B |
$7.67
-0.33%
|
|
HAS
Hasbro, Inc.
Hasbro operates and monetizes video game titles and digital platforms (e.g., Monopoly Go!, Wizards of the Coast digital titles).
|
$11.11B |
$79.39
+0.23%
|
|
GME
GameStop Corp.
Directly sells and distributes video games and related platforms, the core business focus.
|
$9.01B |
$20.48
+1.66%
|
|
LNW
Light & Wonder, Inc.
LNW directly develops and publishes video game content across land-based, social, and iGaming platforms.
|
$7.24B |
$86.27
+0.06%
|
|
MAT
Mattel, Inc.
Mattel is expanding into digital video games through Mattel163 and self-published titles, aligning with the Video Games category.
|
$6.39B |
$20.07
+1.19%
|
|
CZR
Caesars Entertainment, Inc.
In-house content creation for iGaming games aligns with video game content development.
|
$4.43B |
$20.96
-1.69%
|
|
IQ
iQIYI, Inc.
IQ pursues online games as an extension of its content ecosystem; the article notes online games as a venture.
|
$2.05B |
$2.19
+2.82%
|
|
WBTN
WEBTOON Entertainment Inc. Common stock
IP adaptations and licensing into video games, recognizing monetization via interactive media.
|
$1.78B |
$14.21
+4.45%
|
|
PLTK
Playtika Holding Corp.
Video game development/publishing on digital platforms, including social casino and casual games.
|
$1.42B |
$3.94
+4.64%
|
|
YALA
Yalla Group Limited
Yalla provides video game products/services (gaming apps/ecosystem) as a core business.
|
$1.12B |
$6.97
+0.36%
|
|
HUYA
HUYA Inc.
HUYA is a leading platform for streaming and monetizing video games, including e-sports and game publishing activities.
|
$596.22M |
$2.75
+4.17%
|
|
AGS
PlayAGS, Inc.
Interactive content library and online gaming offerings; AGS delivers video game content (slots) via B2B platform.
|
$515.32M |
$12.49
|
|
PLAY
Dave & Buster's Entertainment, Inc.
Video Games – arcade and digital games offered in midway experiences.
|
$488.21M |
$13.92
-1.42%
|
|
SOHU
Sohu.com Limited
Sohu generates revenue from online games via Changyou; core gaming IP and titles.
|
$451.50M |
$14.93
+4.92%
|
|
DDI
DoubleDown Interactive Co., Ltd.
Direct output consists of video game titles and digital gaming experiences.
|
$446.48M |
$9.17
+1.78%
|
|
GRVY
Gravity Co., Ltd.
Gravity develops and publishes online/PC games built around the Ragnarok IP, including MMORPGs on PC and mobile platforms.
|
$392.89M |
$57.12
+1.03%
|
|
GDEV
GDEV Inc.
GDEV publishes and monetizes video games across mobile, social, and PC platforms (e.g., Pixel Gun 3D on Steam), fitting the Video Games category as a primary offering.
|
$373.72M |
$19.50
-5.52%
|
|
DOYU
DouYu International Holdings Limited
DouYu's platform centers on video games and gaming content.
|
$204.34M |
$7.10
+5.03%
|
|
INSE
Inspired Entertainment, Inc.
Video Games: development/distribution of interactive games/content for online and virtual platforms.
|
$197.33M |
$7.51
+2.52%
|
|
GCL
GCL Global Holdings Ltd Ordinary Shares
GCL directly develops and publishes video game titles and distributes them across markets.
|
$171.67M |
$1.36
|
|
IH
iHuman Inc.
Video Games: edutainment apps with game-like learning experiences.
|
$147.63M |
$2.92
+3.29%
|
|
CTW
CTW Cayman Class A Ordinary Shares
CTW offers free-to-play games via an online platform, aligning with the video games category.
|
$136.08M |
$2.11
-2.31%
|
|
GMGI
Golden Matrix Group, Inc.
Expanse Studios produces proprietary iGaming content/games that GMGI distributes to operators.
|
$120.64M |
$0.78
-9.47%
|
|
NIPG
NIP Group Inc.
NIPG's esports teams, event production, and gaming content align with Video Games category.
|
$78.48M |
$1.40
|
|
MYPS
PLAYSTUDIOS, Inc.
Broader video game content across platforms, reflecting the company’s game portfolio.
|
$76.61M |
$0.60
-2.03%
|
|
GLXZ
Galaxy Gaming, Inc.
Video Games – treating IP content as digital entertainment content for online formats; aligns with licensing to digital platforms.
|
$57.18M |
$2.59
|
|
GMHS
Gamehaus Holdings Inc.
Company publishes video games across mobile platforms, broadening beyond just mobile-specific labeling.
|
$55.18M |
$1.20
+16.50%
|
|
BRAG
Bragg Gaming Group Inc.
Bragg produces online casino content (games) and related experiences for iGaming operators.
|
$53.77M |
$2.13
-0.93%
|
|
GAME
GameSquare Holdings, Inc.
FaZe Clan Esports ownership and esports IP place the company in the video games and esports ecosystem.
|
$46.10M |
$0.49
+4.17%
|
|
SNAL
Snail, Inc. Class A Common Stock
ARK is primarily a video game franchise driving SNAL's core revenue and product lineup.
|
$34.22M |
$0.88
-3.24%
|
|
ZDGE
Zedge, Inc.
GuruShots contributes to the video game content portfolio, aligning with Video Games as a broader category.
|
$32.99M |
$2.40
-0.83%
|
|
LIVE
Live Ventures Incorporated
Vintage Stock retail segment sells video games (new and pre-owned) and related entertainment products.
|
$30.31M |
$9.54
-3.10%
|
|
SJ
Scienjoy Holding Corporation
Planet Ruler and metaverse experiences align with video game & interactive entertainment
|
$29.71M |
$0.71
|
|
NCTY
The9 Limited
Develops and operates video game titles.
|
$29.55M |
$7.42
+5.85%
|
|
TOON
Kartoon Studios Inc.
Involvement in video game‑style experiences via Kidaverse and related interactive content.
|
$29.47M |
$0.63
+2.59%
|
|
GIGM
GigaMedia Limited
The company’s mobile games and MMO fall under the broader video games category.
|
$16.69M |
$1.52
+0.66%
|
|
MSGM
Motorsport Games Inc.
Le Mans Ultimate is a racing video game, representing MSGM's core direct product.
|
$15.08M |
$2.72
+4.21%
|
|
AGAE
Allied Gaming & Entertainment Inc.
AGAE directly develops and publishes video games through its AME and Z-Tech operations, including mobile/casual titles and IP-backed projects.
|
$13.63M |
$0.37
+4.46%
|
|
MI
NFT Limited
Exploring NFT gaming with sales of in-game characters and membership packs.
|
$11.91M |
$2.70
-7.53%
|
|
TBH
Brag House Holdings, Inc.
Platform supports video game content via esports and live-streamed events.
|
$9.52M |
$0.93
+5.11%
|
|
APYP
AppYea, Inc.
Dual-pronged gaming platform could align with Video Games category as a product/platform.
|
$8.45M |
$0.02
|
|
GXAI
Gaxos.ai Inc.
Gaxos Gaming represents GXAI's video game development/publishing activities through AI-enabled titles.
|
$8.26M |
$1.19
+2.59%
|
|
EXDW
Exceed World, Inc.
EXDW's Game Business Connector Plan is a platform centered on online games and monetization.
|
$8.18M |
$0.25
|
|
CPOP
Pop Culture Group Co., Ltd
Video games and interactive entertainment as part of the IP/content ecosystem.
|
$6.89M |
$0.46
+0.33%
|
|
NUGN
Livento Group, Inc.
BOXO engages in game development/assets, aligning with the video game production category.
|
$6.84M |
$0.00
|
|
MGAM
Mobile Global Esports Inc.
MGAM's Dominus platform delivers a video game-like fantasy sports experience.
|
$3.59M |
$0.12
|
|
GCLWW
GCL Global Holdings Ltd Warrants
Core business involves distributing and publishing video games and selling digital game codes in Asia.
|
$825000 |
$0.05
|
|
LDSN
Luduson G Inc.
Interactivity and game-related solutions suggest involvement in video game development/solutions.
|
$619813 |
$0.00
|
|
SYTA
Siyata Mobile Inc.
Video Games category captures Core Gaming's content, including mobile titles.
|
$182224 |
$3.04
-0.98%
|
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# Executive Summary
* The video game industry is at an inflection point, driven by the transformative impact of Artificial Intelligence, which is fundamentally reshaping development efficiency, content personalization, and operational costs.
* Heightened regulatory scrutiny across data privacy, iGaming, and antitrust presents a significant and immediate risk, capable of altering corporate strategy and restricting market access.
* Macroeconomic headwinds are pressuring consumer discretionary spending, creating a bifurcated market that favors resilient business models like free-to-play, user-generated content (UGC), and subscription services over premium one-time sales.
* Industry leaders are differentiating through distinct strategic models: integrated ecosystems (Microsoft), scaled intellectual property (IP) and live services (Electronic Arts), and user-generated content platforms (Roblox).
* Financial performance is diverging, with high-growth platforms investing heavily at the cost of near-term profitability, while mature publishers generate strong margins and return significant capital to shareholders.
* Capital is being aggressively allocated towards technology, particularly AI infrastructure and capabilities, and strategic mergers and acquisitions (M&A) to acquire IP and market share.
## Key Trends & Outlook
The single most material force reshaping the video game industry is the pervasive integration of Artificial Intelligence, which is creating significant competitive advantages by simultaneously lowering costs and enhancing user engagement. Companies are leveraging AI to achieve dramatic operational efficiencies, such as Roblox reducing its cost to serve by 25% in Q2 2024 and Microsoft boosting GPU efficiency by 90% through software optimizations. On the revenue side, AI-driven personalization is improving monetization, with Bilibili boosting its ad ECPM by over 10% year-over-year in Q2 2025 through better targeting. This technological arms race creates a clear divergence, favoring companies like Microsoft and NetEase that are investing heavily in proprietary AI infrastructure and models. The impact is immediate and accelerating, making AI capability a critical factor for valuation and long-term viability.
This innovation push is occurring within an environment of intensifying regulatory scrutiny. Governments globally are tightening rules around data privacy, as seen with the Austrian data protection authority ordering Microsoft to grant students access to their data due to illegal tracking. Country-specific laws can abruptly shut down markets, as Flutter Entertainment experienced when it ceased money-based online games in India following a law change in August 2025. Furthermore, major M&A deals face significant antitrust reviews, creating uncertainty for large-scale consolidation strategies, such as the potential acquisition of Warner Bros. Discovery by Netflix or Paramount Skydance.
The primary opportunity lies in leveraging AI to create more immersive, personalized content at a lower cost, capturing market share from slower-moving competitors. The most pressing risk is the combination of macroeconomic pressure on consumer spending and unpredictable regulatory changes, which can simultaneously squeeze revenue and increase compliance costs.
## Competitive Landscape
The global games market is projected to generate $188.8 billion in 2025 and grow to $213.30 billion by 2027, with ongoing consolidation forcing companies to adopt highly differentiated strategies to compete.
Some of the industry's largest players, like Microsoft, compete by building vast, integrated ecosystems. This core strategy involves controlling the entire value chain from hardware and cloud infrastructure to subscription services, development studios, and content distribution. Key advantages include massive barriers to entry, strong network effects, the ability to bundle services like Xbox Game Pass, and the capacity to capture data across the ecosystem to feed AI models. However, this model is capital-intensive, subject to intense antitrust scrutiny, and complex to manage across disparate business units. Microsoft's strategy hinges on leveraging its Azure cloud dominance to power Xbox Cloud Gaming, integrating Activision Blizzard's content into its Game Pass subscription, and deploying its AI tools across its entire portfolio, with plans to invest $80 billion in AI-enabled data centers in FY25.
In contrast, other major publishers such as Electronic Arts focus on developing and monetizing a deep portfolio of owned intellectual property. Their core strategy is to develop, own, and monetize iconic, high-value IP through premium sales and, more importantly, long-term live services. This approach offers high margins on digital content, predictable recurring revenue from live services, strong brand loyalty, and pricing power for "must-have" franchises. Vulnerabilities include reliance on consistent creative execution, high development and marketing costs for AAA titles, and susceptibility to shifts in player tastes. Electronic Arts exemplifies this model, generating 73% of its total net revenue from high-margin live services in FY25, built around massive franchises like Madden NFL and The Sims.
A third, disruptive model is the user-generated content (UGC) platform, best exemplified by Roblox. This core strategy involves providing the tools and infrastructure for users to create, share, and monetize their own content, profiting from the network effects of a massive creator and player base. This model is highly scalable with low marginal content cost, fosters deep engagement, and creates a powerful network effect that is difficult to replicate. However, it requires heavy investment in infrastructure, trust, and safety, and monetization per user can be low. Roblox's entire business is built on this model, with its developer community on track to earn over $1 billion in 2025 from creating experiences on the platform, which in turn drives massive user growth, with daily active users (DAU) increasing 70% year-over-year in Q3 2025.
Ultimately, the key competitive battleground is shifting towards the application of AI for efficiency and engagement, regardless of the core business model.
## Financial Performance
Revenue growth is sharply bifurcating across the industry, a direct result of the key industry trends. Growth leaders are those capitalizing on new business models and technologies, while laggards are exposed to macroeconomic pressures and challenged legacy segments. The most explosive growth is found in companies that have successfully built scalable platforms with strong network effects. Roblox, for instance, exemplifies the power of the UGC model with a 48% year-over-year revenue increase in Q3 2025 and a 70% year-over-year increase in bookings. In stark contrast, Sohu experienced a 27% year-over-year revenue decline in Q2 2025, primarily due to a challenged online games segment and a soft advertising market.
{{chart_0}}
Profitability shows a clear split between mature, content-focused publishers and high-growth platforms in their investment phase. This profitability gap is strategic: mature publishers leverage the high margins of digital live services to maximize cash flow, while platform-based companies intentionally suppress near-term profitability to invest heavily in technology, such as AI, and user growth, aiming to capture market share for future monetization. Electronic Arts demonstrates the profitability of a scaled live services model with a 79.3% gross margin in FY25. Conversely, Roblox reported a -18.9% operating margin in Q3 2025, reflecting its heavy investment in growth and technology.
{{chart_1}}
Capital allocation strategies directly reflect a company's position and outlook, with a dual focus on returning capital to shareholders at mature companies and aggressive, often unconventional, strategic investment at companies undergoing transformation. Electronic Arts' new $5 billion stock repurchase program authorized in May 2024 exemplifies the shareholder return theme. In contrast, GameStop's issuance of $4.2 billion in convertible debt to fund corporate purposes, including the purchase of $500 million in Bitcoin in Q2 2025, represents a high-risk strategic investment.
The industry's balance sheets are generally strong and liquid, providing flexibility for investment and resilience against downturns. The shift to high-margin digital revenue and recurring subscription models has generated significant free cash flow, strengthening balance sheets. This financial health allows companies to fund large-scale technology investments, pursue M&A, and weather economic uncertainty. Roblox, for example, held $4.50 billion in cash, cash equivalents, and investments as of March 31, 2025, against $1 billion in senior notes, demonstrating strong liquidity to fund future initiatives.
{{chart_2}}