Proceedings of the 2022 2nd International Conference on Economic Development and Business Culture (ICEDBC 2022)

Analysis on the Impact of Tencent’s Acquisition of Riot Game

Authors
Yunuo Cao1, *
1College of International Culture and Education, Northeast Agricultural University, Harbin, 150000, China
*Corresponding author. Email: 2021002370@poers.edu.pl
Corresponding Author
Yunuo Cao
Available Online 31 December 2022.
DOI
10.2991/978-94-6463-036-7_52How to use a DOI?
Keywords
Tencent; Acquisition; Synergy Theory; SWOT Model
Abstract

With the continuous development of the world economy, the game industry has become the most potential industry. The development of the game industry has led to a surge in cross-border merger and acquisition activities of game companies. The purpose of this study was to explore the impact of Tencent Games’ acquisition of Riot games on the company and domestic and foreign markets. This paper used the Weston Synergy Theory to explore the greater effect brought by the M&A of Tencent, and chose the SWOT model to qualitatively analyze its impact. This study concluded that this M&A activity may harm Tencent in the short term, but in the long run, it can improve Tencent's enterprise efficiency and market competitiveness. Through the acquisition of Riot's core technology, it can improve the enterprise structure and achieve economies of scale, resulting in a large number of beneficial effects. Therefore, by analyzing the positive impact of this acquisition, summing up the experience of cross-border mergers and acquisitions of game companies, it is helpful to guide other game companies to carry out cross-border mergers and acquisitions, which has a certain practical significance. However, based on the market particularity and policy support of this M & A, the guiding significance of other forms of M & A needs to be further discussed.

Copyright
© 2022 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2022 2nd International Conference on Economic Development and Business Culture (ICEDBC 2022)
Series
Advances in Economics, Business and Management Research
Publication Date
31 December 2022
ISBN
10.2991/978-94-6463-036-7_52
ISSN
2352-5428
DOI
10.2991/978-94-6463-036-7_52How to use a DOI?
Copyright
© 2022 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Yunuo Cao
PY  - 2022
DA  - 2022/12/31
TI  - Analysis on the Impact of Tencent’s Acquisition of Riot Game
BT  - Proceedings of the 2022 2nd International Conference on Economic Development and Business Culture (ICEDBC 2022)
PB  - Atlantis Press
SP  - 349
EP  - 355
SN  - 2352-5428
UR  - https://doi.org/10.2991/978-94-6463-036-7_52
DO  - 10.2991/978-94-6463-036-7_52
ID  - Cao2022
ER  -