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Today, the gaming industry is twice as big

than the combined movies and music industry.


Today, the global game industry is more than twice the combined size of the worldwide film industry and the recorded music industry. The heart of the movies industry is Hollywood, but Saudi Arabia is now launching an ambitious gaming investment campaign to diversify its economy, boasting a substantial $38 billion fund to create a new Mecca of digital entertainment.


The number of active players worldwide is expected to reach 3.38 billion in 2023, growing +6.3% year-on-year. That's why eSports and gaming have a strong growth profile and are considered as “the next big thing” within investing in social infrastructure. Games are the new social media.

eSports organizers have long called for the growing activity to be added to the Olympics. Those aspirations got a boost when the Asian Games in Hangzhou, China, decided to name eSports as a full medal event.

Financial Times: "Game on: How tech companies are betting on the metaverse"


Gamification is disrupting verticals like never before. ​The next big movie franchise, theme park or toy line will most likely come from games related to eSports. That's the opportunity we are investing in.


With the metaverse it is estimated, that video game content and services will grow at a 15% compound annual growth rate from roughly USD 200 billion in 2021 to more than USD 400 billion by 2026.


The eSports market is not driven only by supply and demand of digital opportunities, it is also driven by significant investments by key market players:

  • Content providers are monetizing IPR over longer time horizons with new “games-as-a-service” models driving new income streams via micro-payments and in-game sales (no paywall).

  • Established tech players are entering the scene with strategic investments. Amazon has acquired Twitch, Microsoft has acquired Activision Blizzard, and Apple, Facebook and Netflix have launched their own cloud gaming services.

  • New media channels are facilitating access to a wide range of eSports tournaments and related entertainment. Now content can be viewed and played anytime and anywhere.

  • Consumers are demanding new entertainment solutions as the world is entering a new digital reality. 5G networks, VR gear and IoT will accelerate the consumer “pull-effect”.

Commercial ecosystems are being created across the space. Any commercial opportunity generated in the physical sports world, can be replicated in the eSports environment with the addition of big data enabling greater targeting and offering customisation to the fans, consumers and participants.

That's the opportunity we are focusing at.

Financial Times: "The rise of M&A in the gaming industry"

The Economist: "E-Sports Superstars: Gamers earning millions"


The combination of eSports, eHealth and eLearning can achieve several of UN’s sustainable development goals, including:

  • Health: Well-being with gamification of work-out exercises and daily routines.


  • Education: Improved school enrolment and attendance with gamification of curriculum.


  • Gender equality: eSports are gender neutral and can promote gender equality, inclusion and respect.


Our strategic focus is based on two pillars: A “top-down” market-based assessment of a company’s potential, and a “bottom-up” analysis of its capacity to deliver growth. 


Potential targets undergo a multi-step due diligence and screening process. ​We take diversification and risk-adjustment very seriously.

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