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.