Embracer Business Model Canvas

Embracer Business Model Canvas

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Unlock the strategic Business Model Canvas: value props, revenue streams, growth levers

Unlock Embracer’s strategic playbook with a concise Business Model Canvas that maps value props, revenue streams, partnerships and growth levers. This snapshot teases key insights—grab the full Word/Excel canvas to access section-by-section analysis, financial implications, and ready-to-use templates for benchmarking or investor decks.

Partnerships

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Platform holders & storefront alliances

Embracer partners with Sony, Microsoft, Nintendo, Valve, Epic, Apple and Google for distribution, visibility and technical compliance, securing store placement, featured promos and promotional beats; these ties ensure timely certification, updates and access to platform monetization programs. Platform reach (Steam ~120M monthly users, PlayStation Network ~110M accounts, Apple App Store 1.8M apps, Google Play 2.6M apps) shortens time-to-market and boosts commercial outcomes.

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IP licensors & co-development partners

Embracer partners with major IP owners and creative agencies to develop licensed-brand titles, expanding reach and de-risking demand by leveraging established fanbases. These agreements, often with over 100 owned and partner studios as of 2024, include approvals, royalties and multi-year roadmaps. Co-development studios scale production capacity for large or time-sensitive projects and help deliver dozens of titles annually.

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Manufacturing, logistics & retail/hobby networks

Board game subsidiaries depend on print manufacturers, fulfillment centers and distributors to place titles in global retailers and hobby shops; the global board game market surpassed $13 billion in 2023. Reliable partners enable efficient production runs, reprints and seasonal inventory. Strong retail ties support organized play and community events. Logistics optimization preserves margins and service levels.

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Technology vendors & tool providers

  • Engine access: Unreal/Unity integration
  • Cloud & backend: scalable live-ops
  • Analytics: performance + retention insights
  • Commercial: preferred pricing & vendor SLAs
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Media, influencers & transmedia collaborators

Media, PR agencies, creators and streaming platforms amplify Embracer launches and long-tail engagement, leveraging the group’s 1,300+ owned IPs (Embracer 2024) within a global games market ~USD 200 billion in 2024 (Statista); transmedia partners pursue film, TV and licensing crossovers to extend revenue streams. Coordinated multi-channel campaigns drive discoverability, community momentum and brand equity across paid, earned and creator channels.

  • PR agencies: launch and long-term narrative control
  • Creators: creator-driven reach and community trust
  • Streaming platforms: live drops, premieres, and catalog placement
  • Transmedia: adaptations, crossovers, licensing extensions
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Platform and IP network taps Steam 120M, PSN 110M into USD 200B market

Embracer secures platform partners (Steam ~120M MU, PSN ~110M accounts, App Stores) to ensure distribution, certification and monetization. Strategic IP/licensing tie-ups across 1,300+ owned IPs (2024) and 100+ studios de-risk demand and scale output. Manufacturing, middleware and PR partners optimize cost, live-ops and discoverability across a ~USD 200B games market (2024).

Partner Type Key Metric
Platforms Steam 120M MU, PSN 110M
IP/Studios 1,300+ IPs, 100+ studios (2024)

What is included in the product

Word Icon Detailed Word Document

A comprehensive Business Model Canvas tailored to Embracer Group, detailing the 9 BMC blocks with value propositions, customer segments, channels, revenues, and cost structure while highlighting competitive advantages, SWOT-linked insights, and investor-ready narratives for strategic decisions and fundraising.

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Excel Icon Customizable Excel Spreadsheet

Condenses Embracer’s complex, multi-studio portfolio into a single editable canvas to quickly identify strategic gaps and streamline resource allocation; perfect for fast decision-making, board-ready summaries, and collaborative planning.

Activities

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Multi-platform game development

Embracer’s over 100 studios design, build and polish games for PC, console and mobile to maximize reach. Cross-functional teams—art, engineering, design, audio and QA—deliver coordinated production and porting to ensure broad platform coverage and long-tail sales. Optimized toolchains and pipelines drive repeatable quality and faster time-to-market.

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Publishing, marketing & go-to-market

Central and label teams at Embracer coordinate positioning, pricing and launch calendars to align studio roadmaps and revenue targets, leveraging a portfolio of 200+ owned IPs and over 10,000 employees (2024). They run integrated campaigns across paid, owned and earned channels, optimizing CAC and ROAS via data-driven media buys. Strategic partnerships secure store features, demos and trial events to boost visibility. Post-launch beats maintain awareness and conversion through live ops and seasonal events.

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Live operations & community support

Live teams at Embracer manage updates, events, balance, and monetization to sustain title profitability and recurring revenue; Newzoo estimated the 2024 global games market at about $188.4B, underscoring live-op importance. Community managers engage players across forums and social channels to drive retention and virality. Telemetry informs content cadence and QoL improvements while support desks resolve issues and protect churn and LTV.

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IP management, licensing & portfolio curation

Embracer stewards over 1,300 owned IPs and negotiates inbound and outbound licenses to monetize and expand franchises; roadmaps prioritize sequels, remasters and transmedia potential while brand guidelines enforce consistency across more than 120 studios; sales and engagement data in 2024 drive go/no‑go investment and sunset decisions.

  • IP count: over 1,300
  • Studios: >120
  • Roadmap: sequels, remasters, transmedia
  • Decisions: data-driven (sales, engagement, ROI)
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M&A sourcing, diligence & integration

Embracer identifies, evaluates and acquires studios and IP, performing diligence on financials, development pipelines and cultural fit to mitigate execution risk; as of 2024 the group employs over 11,000 people worldwide, enabling scale in sourcing. Integration preserves creative independence while consolidating shared services and tech stacks, and post-merger tracking monitors pipeline conversion, cost synergies and revenue per studio to ensure value realization.

  • Acquisition focus: studios & IP
  • Diligence: financials, pipeline, cultural fit
  • Integration: preserve creative independence, share services
  • Tracking: pipeline conversion, cost synergies, revenue per studio
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11,000+ people across 120+ studios and 1,300+ IPs drive games growth

Embracer’s 120+ studios produce, port and polish games across PC, console and mobile, using shared toolchains to accelerate time-to-market. Central teams coordinate launches, pricing and marketing for 200+ active IPs while live ops and community teams sustain LTV and retention. M&A teams acquire and integrate studios/IPs, monitoring pipeline conversion and synergies; group headcount exceeded 11,000 in 2024.

Metric 2024
Owned IPs 1,300+
Studios 120+
Employees 11,000+
Global games market $188.4B (Newzoo)

Full Document Unlocks After Purchase
Business Model Canvas

The Embracer Business Model Canvas you’re previewing is the exact document you’ll receive upon purchase. When you complete your order you’ll get the full, editable file with all content and pages formatted exactly as shown. This is not a mockup—it's ready for editing, presenting, and sharing with no surprises.

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Resources

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Diversified IP portfolio (owned & licensed)

Embracer's diversified IP portfolio—over 1,300 titles across 200+ studios—underpins revenue resilience by spreading franchise risk across genres and formats. Owned IP compounds value through sequels, remasters and live-service extensions that drive multi-year monetization. Licensed IP broadens audience reach and cross-promotional lift via third-party media and publishing partnerships. Active rights management and catalog exploitation maximize lifetime revenue per IP.

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Global decentralized studio network

Multiple autonomous studios provide creative variety and redundancy, supported by Embracer's global footprint of over 100 studios and roughly 6,000 developers (2024), enabling diverse IP pipelines and risk diversification.

Geographic spread balances talent access and operational risk across Europe, North America and APAC, while specialized teams cover AA/AAA, indie and live services.

Scale allows parallel development of dozens of projects and efficient resource allocation, lowering per-title overhead and shortening time-to-market.

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Talent, culture & production know-how

Experienced developers, producers and live‑ops specialists across Embracer’s network of over 100 studios drive quality and sustained live engagement in 2024. Studio‑level autonomy maintains creativity and accountability while shared best practices and centralized tools raise predictability and velocity. Robust recruiting pipelines and retention programs protect development capacity and time‑to‑market.

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Distribution access & retail/hobby reach

Established platform relationships leverage a global digital games market near 190 billion USD in 2024 to secure market access. Board game distribution spans wholesalers, major retailers and niche hobby communities as the tabletop market exceeds 10 billion USD in 2024. Direct channels and events raise margins and capture first-party sales data, while multi-channel reach smooths seasonal demand cycles.

  • Platform reach: digital market ~190B (2024)
  • Tabletop: >10B (2024)
  • Direct sales = higher margins & data
  • Multi-channel smooths seasonality

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Capital base, data systems & tech stack

Embracer’s capital base and liquidity enable funding of development, marketing and selective M&A, supported by a studio network of around 120 teams as of 2024 and participation in a $210B global games market in 2024.

Analytics, telemetry and BI feed decision-making while toolchains, engines and backend live‑ops services power delivery; together these assets reduce execution risk and improve ROI.

  • capital: funds for dev, marketing, M&A
  • scale: ~120 studios (2024)
  • market: $210B global games market (2024)
  • tech: telemetry, BI, engines, live‑ops
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1,300+ titles, ~120 studios, ~6,000 devs fuel analytics-led scalable game monetization

Embracer's 1,300+ titles and ~120 studios (~6,000 devs in 2024) provide diversified IP and parallel pipelines, reducing franchise and execution risk. Owned and licensed IP fuel multi-year monetization and cross-media reach. Scale, capital and analytics (telemetry/BI) enable efficient dev financing, live‑ops and faster time‑to‑market.

Metric2024
Titles1,300+
Studios~120
Developers~6,000
Digital games market$190B

Value Propositions

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Broad, multi-genre content slate

Embracer’s broad, multi-genre slate gives players choices across genres, budgets and platforms, supporting presence in a ≈$200B global games market (2023). A diversified portfolio of over 1,000 owned and licensed titles reduces hit dependency for stakeholders by smoothing revenue concentration. Niche and mid-market releases serve underserved communities and capture long-tail value. Consistent, staggered releases maintain engagement and recurring monetization year-round.

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Creative independence with scaled support

Studios retain creative autonomy while leveraging Embracer’s shared services, enabling over 100 studios and roughly 12,000 employees in 2024 to focus on innovation. This balance fosters creativity without sacrificing operational efficiency. Central publishing, QA and marketing teams let developers concentrate on craft while accelerating delivery. The model improves time-to-market and product quality through pooled resources and scale.

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Cross-media and tabletop experiences

Board games extend Embracer franchises by translating IP into social, tactile experiences that drive repeat sessions and retail sales; the global tabletop market reached an estimated $12.1 billion in 2024, underscoring commercial potential.

Transmedia adaptations deepen fandom and IP value, with multi-format franchises increasing lifetime revenue per fan by up to 30% in comparable cross-media campaigns.

Fans engage across formats for richer brand experiences, boosting retention and community activity that support merchandising and DLC sales.

Coordinated cross-promotion improves discovery and monetization, leveraging in-game trailers, publisher catalogs, and bundled releases to lift conversion rates across channels.

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Long-tail content, remasters & live updates

Long-tail care of Embracer's back-catalog through remasters and regular updates unlocks incremental revenue and lowers release volatility, leveraging a 2024 games market where live-service titles dominate top-grossing charts. Live ops sustain communities and raise ARPU over time, while quality-of-life patches improve player sentiment and review scores. Durable catalog assets smooth revenue cycles across quarters.

  • Back-catalog monetization
  • Live ops → sustained ARPU
  • QoL patches → better reviews
  • Durable catalog → lower volatility

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Global availability and fair pricing

Day-one multi-platform releases leverage Embracer's 120+ studios to maximize reach across PC, console and mobile, tapping a global games market valued at about $200 billion in 2024.

Regional pricing and tailored editions address diverse budgets; frequent bundles and promotional sales sustain user onboarding and drive lifetime value while reinforcing strong perceived value versus competitors.

  • Multi-platform reach: 120+ studios
  • Market context: $200B global games market (2024)
  • Monetization: regional pricing, bundles, recurring sales

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120+ studios • ~12k staff • $200B games market

Embracer’s 120+ studios and ~12,000 employees (2024) deliver 1,000+ owned/licensed titles, accessing a ≈$200B global games market (2024); tabletop extensions tap a $12.1B market (2024) and cross-media lifts lifetime revenue per fan up to 30%, while back-catalog, live ops and regional pricing smooth revenue and boost ARPU.

MetricValue (2024)
Studios120+
Employees~12,000
Titles1,000+
Games market$200B
Tabletop market$12.1B
Cross-media liftup to 30%

Customer Relationships

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Community-centric engagement

Regular dev diaries, AMAs and public roadmaps build trust and drove engagement across Embracer’s network of over 120 studios in 2024. Fast feedback loops directly inform patches and content roadmaps, shortening update cycles and lowering churn. Creator programs scale UGC and word-of-mouth, while transparent communication reduces launch-day risk and reputational cost.

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Live service lifecycle management

Live service lifecycle management combines event calendars, seasonal content and regular updates to sustain player activity; the global games market was about $200 billion in 2024, underscoring scale for recurring-revenue models.

Personalized offers and battle passes—major drivers for live revenue—boost monetization by converting engaged users into spenders across Embracer’s 120+ studios.

Clear, fair progression systems reduce churn and build goodwill, improving retention metrics central to LTV calculations.

Dedicated support teams and rapid issue resolution lower churn spikes after updates and preserve community trust.

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Customer support & post-purchase care

Multi-lingual helpdesks manage tickets and refunds across Embracer’s global ops, supported by a knowledge base and community forums for self-service; rapid hotfix pipelines address critical defects within hours, while satisfaction tracking (e.g., NPS and ticket CSAT) drives iterative improvements. Embracer reported ~SEK 13.2bn revenue and ~11,000 employees in FY2023.

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Loyalty, bundles & cross-sell

Franchise bundles and DLC passes drive repeat buyers at Embracer, supporting FY24 net sales of SEK 17.3 billion and leveraging over 130 owned studios to package cross-franchise offers. Wishlists, curated collections and timed discounts lift discovery and pre-order attach rates during peak content windows. CRM nudges are synced to release beats and seasonal promotions to boost cross-sell and lifetime value.

  • bundles: boosts repeat purchase velocity
  • wishlists & discounts: increase discovery & pre-orders
  • cross-franchise promos: raise attach rates
  • CRM timing: aligned with content beats
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B2B account management

Dedicated B2B account teams serve platforms, distributors and licensors; Embracer reported ~10,000 employees across 110+ studios in 2024 to support these relationships. Joint business plans align release calendars and KPIs, while data sharing improves merchandising and in-game feature prioritization. Stable account relationships secure pipeline and future licensing opportunities.

  • Dedicated teams: platforms/distributors/licensors
  • Joint business plans: calendar + KPIs
  • Data sharing: better merchandising/features
  • Stability: secures future pipeline/licensing
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130+ studios' live-service cadence fueled SEK 17.3bn FY24 sales and recurring-revenue scale

Regular dev diaries, AMAs and rapid hotfixes sustain engagement across 130+ studios, feeding live-service calendars and conversion engines that supported Embracer’s FY24 net sales of SEK 17.3bn; global games market ≈ $200bn in 2024 underscores recurring-revenue scale. Personalized offers, battle passes and bundles lift LTV and reduce churn; multilingual support and B2B account teams secure distribution and licensing pipelines.

MetricValue (2024)
Net salesSEK 17.3bn
Studios130+
Employees~11,000
Global games market~$200bn

Channels

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Digital storefronts (PC/console)

Digital storefronts — Steam (≈50–60% PC market share), Epic (≈15–20%), PlayStation (PS5 install base ~46M in 2024), Xbox (Series X|S ~40M) and Nintendo eShop (Switch ~129M units by 2024) — drive core sales for Embracer.

Platform curation, featured placements and seasonal events boost visibility and conversion, while regional storefronts extend reach into APAC/Latin America.

Bundles, timed discounts and publisher sales reliably spike demand and lifetime revenue per user.

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Mobile app stores

Apple App Store (≈2.0 billion active devices in 2024) and Google Play (≈3.5 billion active Android devices in 2024) enable global mobile reach for Embracer.

Featuring and UA campaigns on both stores support launches and user acquisition at scale.

Live ops and IAP flow through native systems subject to 15–30% platform fees.

Store compliance and review processes ensure smooth updates and regional rollout.

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Physical retail & hobby shops

Board games typically move from publishers through distributors to FLGS and mass retailers, with the global tabletop market valued around $13–14 billion in 2024 and hobby channels accounting for a substantial share of specialty sales. In-store demos and weekend events drive repeat visits and community growth, often increasing unit sales at host stores by double digits. Seasonal endcaps and targeted promos can lift category sales 15–30% during peak retail windows. Packaging quality and componentry materially affect shelf appeal and conversion, with premium presentation linked to higher price realization and lower return rates.

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Direct-to-consumer e-commerce

  • Higher-margin sales on brand sites
  • Collector editions/preorders = early cash flow
  • CRM = first-party data for targeting
  • Limited runs = scarcity and buzz
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    Subscriptions, cloud & media platforms

    Subscriptions (Xbox Game Pass ~33 million subs in 2024, PS Plus ~50 million subs) and cloud services add guaranteed audiences and distribution; revenue accrues via platform fees, minimum guarantees (MGs) and promotional value. Trials and streaming increase sampling and conversion; deals with cloud platforms often include MGs that de-risk launches. Media and influencer channels sustain long-tail awareness and discovery.

    • Channels: Subscriptions, cloud, media
    • Revenue: fees, MGs, promo value
    • Impact: trials/streaming boost sampling
    • Awareness: influencers/media sustain reach

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    Digital storefronts, mobile IAPs (15–30% fees) and subscriptions fuel diversified game revenues

    Digital storefronts (Steam 50–60% PC share; PS5 ~46M, Switch ~129M, Xbox ~40M) and seasonal featuring drive core sales and promo spikes.

    Mobile (App Store ~2.0B devices; Google Play ~3.5B) and IAPs scale UA but incur 15–30% fees.

    DTC, subscriptions (Game Pass ~33M; PS Plus ~50M), cloud and retail/tabletop ($13–14B market) diversify revenue and margins.

    Channel2024 Metric
    Steam50–60% PC
    Switch129M units
    PS5~46M
    Xbox~40M
    App Store~2.0B devices
    Google Play~3.5B devices
    Game Pass~33M subs
    PS Plus~50M subs
    Tabletop$13–14B market
    Global e‑commerce$6.3T

    Customer Segments

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    PC and console gamers

    Core and mid-core PC and console players seek varied genres and price points, prioritizing performance, content depth and community engagement. In 2024 the global games market was about $196 billion with ~3.2 billion players, driving demand for multi-platform releases and fair pricing. Reviews and creators strongly sway purchases, making influencer and critic coverage critical to Embracer’s go-to-market strategy.

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    Mobile gamers

    Mobile gamers seek accessible, short-session play—average session lengths are about 6–8 minutes and global mobile game revenue exceeded $110 billion in 2024.

    IAP and live events drive retention, with IAP comprising roughly 78% of mobile revenue in 2024 and events boosting DAU and ARPDAU.

    UA and featuring (store placement, ads) remain primary discovery channels, with CPI ranging about $0.5–3 by region; monetization focuses on balancing fun and fairness to protect LTV.

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    Board game hobbyists & families

    Enthusiasts and families prioritize tactile quality, strong theme and replayability; the global tabletop/board game market reached about $12.5 billion in 2024, underscoring demand for premium production values. Organized play and regular expansions drive longevity and community retention. Retail demos, influencer reviews and conventions shape adoption, while collectors pay 20–50% premiums for special editions.

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    Platforms, distributors & licensors

    Platforms, distributors and licensors rely on Embracer for B2B content supply, predictable roadmaps and consistent quality delivery to support co-marketing and SKU planning; reliable execution drives repeat distribution and licensing agreements. Licensing partners prioritize faithful adaptations and broad reach, while platform partners value launch cadence and post-launch support. Strong delivery and transparent roadmaps increase deal volume and renewal likelihood.

    • B2B focus: content, reliability, co-marketing
    • Value drivers: predictable roadmaps, quality delivery
    • Licensors: fidelity to IP and global reach
    • Outcome: strong execution enables repeat deals
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    Collectors and franchise fans

    Collectors and franchise fans drive premium sales through deluxe editions, artbooks, figurines and limited runs, often forming the highest-margin segment for Embracer’s portfolio.

    Cross-media tie-ins and franchise expansions deepen attachment and recurring spend; Embracer in 2024 operated over 100 development studios supporting broad IP portfolios.

    High willingness to pay for exclusives boosts average revenue per user and margin mix versus standard digital sales.

    • Collectors: premium buyers of deluxe editions
    • Tie-ins: artbooks, figurines, limited runs
    • Scale: 100+ studios (2024)
    • Impact: higher ARPU and gross margins
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    Core/mid-core, mobile, collectors & B2B power a 3.2B-player, $196B market

    Core/mid-core, mobile, collectors, B2B platforms and licensors drive Embracer’s revenue mix: 3.2B players; $196B global market (2024); mobile $110B (78% IAP); tabletop $12.5B; 100+ studios supporting premium editions and licensing.

    Segment2024Key metric
    Core/Mid-core3.2B players
    Mobile$110B78% IAP
    Tabletop$12.5BCollectible premiums 20–50%
    B2B100+ studios

    Cost Structure

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    Game development & live ops

    Salaries, contractors and external QA typically account for roughly 60–70% of studio operating costs, driving Embracer’s core spend given its multi-thousand headcount in 2024. Tools, engines and online services add recurring licensing/cloud fees often representing 10–20% of ongoing OPEX. Live operations require persistent servers, scaling and support teams, commonly 5–15% of live revenue in 2024 benchmarks. Parallel projects raise fixed footprint and overhead, compressing margins.

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    Licensing, royalties & IP costs

    Inbound licenses for Embracer commonly involve advances and revenue-sharing clauses that are recognized as liabilities and contingent payouts in their 2024 financial disclosures, impacting cash flow timing. Outbound licensing requires dedicated brand management teams, increasing SG&A overhead tied to franchise maintenance. Approval processes and legal reviews extend project timelines and add direct legal expenses. Rights renewals and audit provisions are recorded as recurring operational commitments.

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    Marketing, UA & PR

    Launch campaigns, trailers, and creator deals drive upfront visibility for Embracer; industry-wide creator-driven campaigns lifted engagement by double digits in 2024 as the global games market was forecast at about $211 billion (Newzoo 2024). Performance marketing underpins UA for mobile and live services, often representing 20–40% of user acquisition budgets. Events and showcases boost discoverability; post-launch marketing spend sustains live-title monetization and retention.

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    Platform fees & revenue share

    Platform storefronts take large standard cuts (Apple/Google 30%, Valve Steam 30% then 25% above $10M and 20% above $50M, Epic Store 12%); Apple/Google reduce subscriptions to 15% after one year and offer 15% Small Business relief under $1M. Payment processing and refunds typically add ~2–3% incremental cost. Subscription deals and channel mix materially shift Embracer’s net margins; global digital sales were ~90% of games market in 2023 (Newzoo).

    • Platform cuts: Apple/Google 30% (15% subs/SMB)
    • Steam tiers: 30/25/20
    • Epic: 12%
    • Payments/refunds: ~2–3%
    • Digital share ≈90% (2023)

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    Manufacturing, logistics & overhead

    Board game printing, components and freight materially drive COGS for Embracer’s tabletop and merchandise lines, with global freight volatility adding mid-single-digit percentage points to unit costs in 2024; warehousing and fulfillment likewise affect delivery times and return rates, pressuring gross margins. Corporate functions, IT and compliance are fixed-cost drivers on the P&L, while FX swings and rising interest expenses in 2024 have amplified financing and reported results.

    • COGS pressure: printing, components, freight
    • Logistics: warehousing, fulfillment impact delivery & returns
    • Fixed costs: corporate, IT, compliance
    • Financial risks: FX and interest expense effects (2024)

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    Payroll 60–70% OPEX; UA 20–40%; platform cuts up to 30%

    Salaries/contractors 60–70% of studio OPEX in 2024; tools/cloud 10–20%; live ops 5–15% of live revenue. UA/marketing 20–40% of acquisition budgets; platform cuts 12–30% (Epic 12, Apple/Google 30/15 subs/SMB); payments/refunds ~2–3%. Digital sales ≈90% of market; freight added mid-single-digit COGS pressure; FX and interest amplified financing costs.

    Cost Item2024 Metric
    Salaries & contractors60–70% OPEX
    Tools/cloud10–20% OPEX
    Live ops5–15% rev
    UA/marketing20–40% UA
    Platform cuts12–30%
    Payments~2–3%
    Digital share≈90%
    Freightmid-single-digit COGS

    Revenue Streams

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    Premium game sales (digital & physical)

    Full-price releases (commonly priced at $59.99–$69.99) and mid-tier titles ($19.99–$39.99) across console, PC and mobile form Embracer’s core revenue drivers, with regional pricing and special editions expanding addressable markets. Launch windows and seasonal sales—discounts often reaching 50–75%—create front-loaded spikes and recurring uplift in catalog conversion. Back-catalog provides steady tails, typically contributing 20–40% of digital sales for publishers per industry reports.

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    DLC, expansions & in-game monetization

    DLC, expansions, season passes and cosmetics boost ARPU by providing repeat purchase opportunities and higher-margin digital sales; live events and battle passes sustain ongoing spend and engagement. Fair, transparent monetization supports retention and reduces churn, while a steady content cadence aligned to community demand maximizes LTV. The global games market was estimated at about $196 billion in 2024, underscoring scale for digital revenue growth.

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    Subscriptions, licensing & guaranteed deals

    Subscriptions, licensing and guaranteed deals—including service placements, minimum guarantees and time-limited exclusives—drive predictable revenue and allow timing control over releases. Outbound IP licensing in 2024 delivers high-margin upfront and royalty fees, while bundles and cross-promotions unlock incremental spend across franchises. Contract structures balance broad reach with IP control to protect lifetime value.

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    Board games, expansions & accessories

    Core sets, reprints and expansions drive repeat purchases in a global board games market estimated at about $13B in 2024; regular reprints sustain SKU turnover and lifecycle revenue. Accessories and upgrades capture higher margin per unit, improving portfolio gross margins. A higher DTC share raises margins but increases fulfillment CAC; organized play programs measurably boost sell-through.

    • Core sets/reprints: recurring revenue, SKU refresh
    • Expansions: lifetime spend uplift
    • Accessories: higher margin
    • Retail vs DTC: margin vs CAC trade-off
    • Organized play: increases sell-through

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    Merchandising & transmedia royalties

    • Apparel, collectibles, publishing broaden IP monetization
    • Film/TV deals yield recurring royalties
    • Co‑branding increases reach and lifetime value
    • Diversifies income beyond boxed/digital game sales
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      Multichannel gaming revenue: full-price, DLC, back-catalog, board games tap $209B market

      Embracer drives revenue from full-price and mid-tier game sales, DLC/season passes and back-catalog tails (20–40% of digital sales), subscriptions/licensing and board game SKUs; merchandising, film/TV and co‑branding add low‑marginal income. Global games market ~196B and board games ~13B in 2024 underline scale and diversification.

      Stream2024
      Back-catalog20–40% digital sales
      Market sizeGames $196B; Board $13B