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Acquiry

Gaming and iGaming valuation multiples.

Indicative revenue and EBITDA ranges for control acquisitions across games, iGaming, esports and gaming infrastructure, with the licensing and player metrics that move them.

Summary

Private gaming businesses generally trade at 1x to 9x revenue and 4x to 28x EBITDA. iGaming operators licensed in regulated markets typically achieve 8x to 25x EBITDA. Gaming infrastructure and tools trade highest among game businesses because revenue is recurring and not tied to one title. Esports sits lowest.

Gaming and iGaming valuation multiples by segment (2026)
Sub-sectorEV / RevenueEV / EBITDAPrimary value driversDirection
Mobile Gaming1.5x to 5x5x to 16xDAU, ARPDAU, LTVStable
PC / Console Gaming2x to 7x8x to 22xIP value, franchise strengthStable
iGaming / Online Gambling2.5x to 8x8x to 25xGGR, licence jurisdictionRising
Esports / Competitive Gaming1x to 4x4x to 14xAudience size, sponsorshipSoftening
Gaming Infrastructure / Tools3x to 9x10x to 28xSDK adoption, developer baseRising
Indicative private-market ranges for control transactions, from the Acquiry sector multiples dataset. Ranges reflect enterprise value on a cash-free, debt-free basis. Individual outcomes depend on scale, growth, quality of earnings and buyer type.

These ranges are indicative benchmarks, not a valuation of any specific business. iGaming transactions also depend on regulator approval of the new owner in each licensed jurisdiction.

What drives gaming and iGaming multiples

Hit risk versus recurring revenue

Game studios are valued on how durable their revenue is. A portfolio of live-service titles with steady monetisation is worth far more than a studio living off one launch. Buyers model revenue decay for each title and discount heavily when one game drives most of the income. Infrastructure and tools avoid that risk entirely, which is why they sit at the top of the table.

Player metrics buyers diligence

For consumer games the core metrics are daily and monthly active users, day-1, day-7 and day-30 retention, average revenue per daily active user, and the ratio of lifetime value to user acquisition cost. Buyers want to see that paid acquisition is profitable at the cohort level, not just that installs are growing.

iGaming: the licence is the business

In iGaming, where revenue is earned matters as much as how much. Gross gaming revenue from regulated markets with stable tax regimes supports premium multiples. Revenue from markets where the operator is unlicensed, or where regulation is changing, is discounted or carved out of the deal entirely.

Buyers also diligence responsible gambling controls, AML procedures and any regulatory sanctions history, because these can follow the business after completion.

B2B suppliers versus B2C operators

Platform, content and data suppliers that serve many operators generally trade above single-brand operators. Their revenue is spread across customers and markets, and they avoid the marketing cost of acquiring players directly. Operators with a strong brand and efficient player acquisition can close that gap.

Why esports trades at a discount

Esports organisations have depended on sponsorship and media rights, which have proved volatile, and many have struggled to reach sustained profitability. Buyers price the audience and brand rather than the earnings, so multiples are lower and structures often include earnouts tied to sponsorship renewals.

Using these benchmarks

Place the business in the right segment, then adjust for title concentration, licence quality and cohort economics. For wider context, compare the full sector multiples dataset or read our gaming M&A advisory overview.

Frequently asked questions

What EBITDA multiple do iGaming companies sell for?
Private iGaming operators and suppliers typically trade between about 8x and 25x EBITDA. Businesses licensed in regulated, growing markets with diversified gross gaming revenue sit at the top. Operators reliant on grey or unlicensed markets are heavily discounted or excluded by many buyers.
How are mobile game studios valued?
Mobile studios are usually valued at 1.5x to 5x revenue or 5x to 16x EBITDA. Buyers focus on daily active users, average revenue per daily active user, retention curves and whether lifetime value exceeds user acquisition cost. A studio dependent on one title carries hit risk and trades lower.
Why do gaming infrastructure businesses trade higher than studios?
Tools, engines, SDKs and backend services earn recurring revenue across many titles, so they are not exposed to the success of any single game. That makes their revenue behave more like software, and buyers price it closer to SaaS.

Planning a gaming or iGaming transaction?

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