Connect with us

Tech

What the US$55 billion Electronic Arts takeover means for video game workers and the industry

Published

on

What the US billion Electronic Arts takeover means for video game workers and the industry


Credit: Pixabay/CC0 Public Domain

Electronic Arts (EA) is one of the world’s largest gaming companies. It has agreed to be acquired for US$55 billion in the second largest buyout in the industry’s history.

Under the terms, Saudi Arabia’s sovereign wealth fund (a state-owned investment fund), along with private equity firms Silver Lake and Affinity Partners, will pay EA shareholders US$210 per share.

EA is known for making popular gaming titles such as Madden NFL, The Sims and Mass Effect. The deal, US$20 billion of which is debt-financed, will take the company private.

The acquisition reinforces consolidation trends across the creative sector, mirroring similar deals in music, film and television. Creative and cultural industries have a “tendency for bigness,” and this is certainly a big deal.

It marks a continuation of large game companies being consumed by even larger players, such as Microsoft’s acquisition of Activision/Blizzard in 2023.

Bad news for workers

There is growing consensus that this acquisition is likely to be bad news for game workers, who have already seen tens of thousands of layoffs in recent years.

This leveraged buyout will result in restructuring at EA-owned studios. It adds massive debt that will need servicing. That will likely mean canceled titles, closed studios and lost jobs.

In their book “Private Equity at Work: When Wall Street Manages Main Street,” researchers Eileen Appelbaum and Rosemary Batt point to the “moral hazard” created when equity partners saddle portfolio companies with debt but carry little direct financial risk themselves.

The Saudi Public Investment Fund (PIF) is looking to increase its holdings in lucrative sectors of the game industry as part of its diversification strategy. However, private equity firms subscribe to a “buy to sell” model, focusing on making significant returns in the short term.

Appelbaum notes that restructuring opportunities are more limited when larger, successful companies—like EA—are acquired. In such cases, she says, “financial engineering is more common,” often resulting in “layoffs or downsizing to increase cash flow and service debt.”

Financial engineering combines techniques from applied mathematics, computer science and economic theory to create new and complex financial tools. The failed risk management of these tools has been implicated in financial scandals and market crashes.

Financialization and the fissured workplace

The financialization of the game industry is a problem. Financialization refers to a set of changes in corporate ownership and governance—including the deregulation of financial markets—that have increased the influence of financial companies and investors.

It has produced economies where a considerable share of profits comes from financial transactions rather than the production and provision of goods and services.

It creates what American management professor David Weil calls a “fissured workplace” where ownership models are multi-layered and complex.

It gives financial players an influential seat at the corporate decision-making table and directs managerial attention toward investment returns while transferring the risks of failure to the portfolio company.

As a result, game titles, jobs and studios can be easily shed when financial companies restructure to increase dividends, leaving workers with little access to these financial players as accountable employers.

Chasing incentives and cutting costs

The Saudi PIF has stated a goal of creating 1.8 million “direct and indirect jobs” to stimulate the Saudi economy. But capital is mobile, and game companies will likely follow jurisdictions that have lower wages, fewer labor protections and significant tax incentives.

Some Canadian governments are working to keep studios and creative jobs closer to home. British Columbia recently increased its interactive media tax credit to 25%.

The move was welcomed by the chief operations officer of EA Vancouver, who said “B.C.”s continued commitment to the interactive digital media sector…through enhancements to the … tax credit … reflects the province’s recognition of the industry’s value and enables companies like ours to continue contributing to B.C.”s creative and innovative economy.”

This may buffer Vancouver’s flagship EA Sports studio, but those making less lucrative games or in regions without financial subsidies will be more at risk of closure, relocation or sale. Alberta-based Bioware—developer of games including Dragon Age and Mass Effect—could be at risk.

Other ways of aggressively cutting costs might come in the form of increased AI use. EA was called out in 2023 for saying AI regulation could negatively impact its business. Yet creative stagnation and cutting corners through AI will negatively impact the number of jobs, the quality of jobs and the quality of games. That could be a larger threat to EA’s business and reinforce a negative direction for the industry.

Game players have low tolerance for quality shifts and predatory monetization strategies. Research shows that gamers see acquisitions negatively: development takes longer, innovation is curtailed and creativity is stymied.

Consolidation among industry giants may cause players to lose faith in EA’s product—and games in general, given the many other entertainment options that are available.

Creative control and worker power at risk

Some have raised concerns that the acquisition could affect EA’s creative direction and editorial decisions, potentially leading to increased content restrictions.

While it’s still unclear how the deal will influence EA’s output, experiences in other industries might be a sign of things to come. For instance, comedians reportedly censored themselves to perform in Saudi Arabia.

The acquisition may also have a chilling effect on the workers’ unionization movement. Currently, no EA studios in Canada are unionized. Outsourced quality assurance workers at the EA-owned BioWare Studio in Edmonton successfully certified a union in 2022, but were subsequently laid off. Fears of outsourcing, layoffs and restructuring could discourage future organizing efforts.

On the other hand, the knowledge that large financial players are making massive profits could galvanize workers, especially considering that before the buyout, EA CEO Andrew Wilson was paid about 264 times the salary of the median EA employee.

The deal certainly does nothing to bring stability to an already volatile industry. Regardless of any cash injection, EA remains very exposed.

Provided by
The Conversation


This article is republished from The Conversation under a Creative Commons license. Read the original article.The Conversation

Citation:
What the US$55 billion Electronic Arts takeover means for video game workers and the industry (2025, October 21)
retrieved 21 October 2025
from https://techxplore.com/news/2025-10-us55-billion-electronic-arts-takeover.html

This document is subject to copyright. Apart from any fair dealing for the purpose of private study or research, no
part may be reproduced without the written permission. The content is provided for information purposes only.





Source link

Tech

Inspired by the EU: Sweden eyes open standard for encrypted chat services | Computer Weekly

Published

on

Inspired by the EU: Sweden eyes open standard for encrypted chat services | Computer Weekly


Government departments in Sweden are considering deploying “open network” encrypted messaging services as an alternative to proprietary collaboration tools.

Some 40 of Sweden’s government agencies are collaborating on a project that could see them rolling out a secure messaging service across government departments.

The initiative comes as European governments are accelerating the deployment of “sovereign” technologies that allow them to be less reliant on “siloed” software from technology suppliers.

The trend has been given new impetus by the war in Ukraine and growing political upheaval in the US.

A membership organisation for government agencies interested in digital technology, eSam has proposed developing a government messaging service based on Matrix, an open network offering secure decentralised messaging.

Replacing emails and phone calls

Kenneth Edwall, a government employee and member of the eSam working group on the project, told Computer Weekly that one of the aims of the proposal is to make it possible for government departments to communicate more efficiently.

“We as agencies need to collaborate with each other,” he said. “Having email is not the best tool, and having phone calls is not a good method either.”

When eSam first began evaluating collaboration technology in 2021, government departments in Sweden had standardised on Skype for Business as a collaboration tool across government.

The tool was easy to use, and it was possible for government employees to collaborate with colleagues by searching on their email and initiating a chat.

They deployed Skype in a decentralised way, giving agencies the freedom to buy the service from suppliers or deploy it on their own datacentres.

This created a robust, decentralised network, said Edwall. “If you have 100 different deployments of Skype, it’s hard to target them all in a cyber attack,” he added.

Multiple messaging services

Since then, partly as a result of Microsoft phasing out Skype in favour of its Teams software, government departments have taken up a range of incompatible messaging apps. They include Rocket.chat, Teams, Zoom, open source platform Mattermost, video platform Jitsi Meet, and Element.

“We are now seeing at least five or six messaging tools being chosen by authorities today, and if it continues, we are going to have a big mess of fragmented systems,” said Edwall. “There is no open protocol that allows them to interoperate with each other.”

Imagine taking email and splitting it among five or six different email suppliers, each of which was incompatible with the other. “That is what we have today with messaging,” he added.

This means government employees in Sweden are having to learn several collaboration tools so that they communicate with people in other parts of government.

The security risks 

The apps pose security risks as collaboration tools fall outside security safeguards, and when people leave their jobs, they may still be connected to government-focused chat groups.

In January this year, eSam began a review to look at how to solve these problems. One option was to do nothing and leave it to technology providers to develop interoperable messaging services, but it ruled that out.

“We don’t believe that the entire market wants to be interoperable,” said Edwall. “We believe that some of the larger vendors have an incentive not to be interoperable with other vendors.”

Another idea was for Swedish government departments to standardise on a propriety platform, such as Zoom or Microsoft teams. However, under Swedish law, government departments can not legally chose to buy technology from a favoured supplier. Each contract has to go out to tender.

Federated open source messaging

Eventually, eSam settled on an open-source federated messaging standard that allows government departments to build interoperable collaboration platforms, either in-house, or bought in from a provider.

“The key is we are not taking sides in regards to public cloud, private cloud or on premise,” said Edwall. “We are not taking sides on proprietary or open source solutions, but we want them all to have the same open protocol that allows them to interact with each other.”

The eSam members looked at a variety of options, including the Matrix protocol, Signal, XMPP and others, before deciding on Matrix.

“We had meetings with other public sector authorities in the EU [European Union] and we realised that most of the authorities we talked to were looking at the Matrix protocol,” he said. “Some of them were already in it and others were evaluating it.”

For eSam, Matrix offers a number of advantages. First, it is federated, which means the Matrix network relies on decentralised nodes. If one fails, or is hit by a cyber attack, messages can still re-route to the right destination.

Second, different government agencies can chose to deploy the technology in different ways. “You can also decide who you want to deploy our setup,” said Edwall. “You could use public cloud services or private on-premise services.”

European governments are using Matrix

Matrix is widely used by the public sector in France, Switzerland – where it has been championed by Swiss Post – and Germany. The European Commission and the Netherlands also have plans to roll out the technology.

The team has prepared a report that it will present to the eSam board in November.

Its recommendations are to build on open standards and protocols to ensure government agencies can avoid being locked into one supplier, and to give organisations the ability to choose how they want to deliver technology, either through public cloud, private cloud, on-premise systems or third-party suppliers.

If the plan is approved, the move to Matrix-based messaging is likely to take years – or even decades.

“We don’t want authorities to just throw out their current communication, because they might have a five or 10-year contract,” said Edwall.

“We want the market to shift so the vendors understand what they gain from using an open standard, similar to the open standards we use in email,” he added. “We want the market to understand that they should start adapting their products.”



Source link

Continue Reading

Tech

New Report Finds Efforts to Slow Climate Change Are Working—Just Not Fast Enough

Published

on

New Report Finds Efforts to Slow Climate Change Are Working—Just Not Fast Enough


In the 10 years since the signing of the Paris Agreement, the backbone of international climate action, humanity has made impressive progress. Renewable energy is increasingly cheap and reliable, while electric vehicles are becoming better every year.

By virtually every key metric used to measure progress, though, we are still lagging behind where we would need to be to avert the worst effects of climate change, according to a report released Wednesday by a coalition of climate groups—and we’re running out of time to right the ship.

“All systems are flashing red,” Clea Shumer, a researcher at the World Resources Institute, one of the organizations involved in the report, said last week on a call with reporters. “There’s no doubt we are largely doing the right things—we are just not moving fast enough.”

The Paris Agreement aims to keep the world from warming more than 1.5 degrees Celsius above preindustrial levels by the end of this century. To measure progress toward this goal, the report looks at emissions from 45 different sectors of the global economy and environment, measuring everything from building electrification to use of coal in the power sector to global meat consumption.

Grimly, none of the indicators the report measures are where they need to be to keep the world on track to meet the goal of limiting warming to 1.5 degrees. Six of the 45 indicators are “off track”—progress is being made, but not fast enough—while almost 30 are “well off track,” meaning progress is much too slow. Five, meanwhile, are headed in the “wrong direction,” meaning the situation is getting worse, not better, and needs an urgent U-turn. (There’s not enough data, the report says, to measure the remaining five indicators, which include peatland degradation and restoration, food waste, and the share of new buildings that are zero-carbon.)

One of the most consistently off-track markers, experts said, was the global effort to phase out coal, one of the largest contributors of greenhouse gas emissions. While coal’s share in global electricity generation did go down slightly in 2024, total coal use actually hit a record high last year thanks to growing electricity demand, especially from China and India. A dirty power grid, Shumer said, has “huge knock-on effects” for other progress indicators like decarbonizing buildings and transportation.

To get on track, the world needs to increase its pace of coal phaseout tenfold, Shumer said. That, she continued, would entail shutting down more than 360 medium-sized coal plants each year and canceling every coal-fired power plant currently in the global development pipeline.

“We simply will not limit warming to 1.5 degrees if coal use keeps breaking records,” Shumer said.’



Source link

Continue Reading

Tech

Samsung’s Galaxy XR Mixed Reality Headset Undercuts Apple’s Vision Pro by $1,700

Published

on

Samsung’s Galaxy XR Mixed Reality Headset Undercuts Apple’s Vision Pro by ,700


It has been five years since Samsung and Google stopped supporting their respective mobile virtual reality headsets. For a second try, the companies have partnered up with a bolder vision in the mixed reality space, starting with the new Galaxy XR. Announced last year as Project Moohan, it’s the first headset powered by Android XR, a new platform for smart glasses and headsets built on Android and Google’s Gemini assistant from the ground up.

The Galaxy XR is available today in the US and South Korea for $1,800. (You can finance it for $149 per month for 12 months.) That’s a leap over standard VR headsets like the Meta Quest 3, but a significantly lower price than the $3,499 Vision Pro, which Apple is refreshing this week with the new M5 processor.

Galactic Vision

Photograph: Julian Chokkattu

I was able to demo the headset again last week at a closed-doors media event in New York City held by Samsung, Google, and Qualcomm—the Galaxy XR is powered by Qualcomm’s Snapdragon XR2+ Gen 2 chip—but not much was different from my original hands-on experience last year, which you can read more about here. The official name and price were the two big question marks, but that has now been addressed.

The Galaxy XR purports to do nearly everything that Apple’s device does. Pop the headset on and you’ll be able to see the room you’re in through the pancake lenses and layer virtual content over it, or whisk yourself off to another world. Your hands are the input (controllers are available as a separate purchase), and it uses eye tracking to see what you want to select. You can access all your favorite apps from the Google Play Store; XR apps will have a “Made for XR” label.

Samsung’s headset is more plasticky and doesn’t feel as premium as Apple’s Vision Pro—I noticed the tethered battery pack on a demo unit looked well-worn with fingerprint smudges on the coating. But this general construction makes it feel significantly lighter to wear. I wasn’t able to try it for a long period, but it felt comfortable, with the only issue being a sweaty brow after a 25-minute bout with it on. The headset was warm at the top, but the battery pack remained relatively cool. Speaking of, the battery lasts 2 hours or 2.5 hours if you’re purely watching video. That’s on par with the original Vision Pro, though the M5 version extends it to 2.5 with mixed use.



Source link

Continue Reading

Trending