Embracer Group Mergers and Acquisitions Presentation Deck
Large, growing and non-cyclical worldwide games market
Sources:
Notes:
2015A-2026E RSP(2) (in €bn)
RoW
APAC
Europe
North
America
6.3
6.7
CAGR 2015-
2019:
+4%
7.0
1.1
1.0
2.9
1.9
6.5
1.0
0.9
2.7
Asmodee, Bain & Co
(1) Boardgames and TCG (excluding puzzles) | (2) Retail Sales Price
1.7
2015A 2016A 2017A 2018A
Historical growth was mainly driven by
boardgames increasing penetration in
the population combined with more
qualitative / quantitative boardgames
offer
7.3
1.2
1.0
3.1
2.0
Covid catalyst
8.6
1.3
1.1
3.5
2.7
10.5
1.4
1.4
4.1
3.5
2019A 2020A 2021E
During the Covid pandemic,
customer habits have structurally
shifted towards playing
boardgames to spend more time
with friends, spouse or family
10.5
1.4
1.4
4.1
3.5
2022E
11.1
1.5
1.5
4.5
3.7
2023E
CAGR 2022-
2026:
+6%
11.8
1.6
1.6
4.7
4.0
12.5
1.6
1.7
5.0
4.2
2024E 2025E
13.3
1.7
1.8
5.3
4.5
2026E
CAGR
17-21
+11% +6%
+7%
+9%
+9%
+16%
CAGR
22-26
Growth will remain higher than pre-pandemic levels, due to:
(i) higher penetration rates in the population, (ii) higher number of
purchases per year, (iii) expected price increases
+5%
+6%
+7%
+6%
EMBRACER+
GROUP
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