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Gaming ETFs Are Having a Breakout Moment During the Pandemic

The gaming industry is a juggernaut, and the pandemic has been especially good for business. The thematic gaming ETFs, tickers $ESPO, $HERO, $GAMR and $NERD, are all up more than 35% so far this year. Living rooms, phones, Teslas, E-sports stadiums — gaming is everywhere now. And the most popular ti

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Topics Discussed

Episode Summary

Executive Summary: The episode argues that video gaming has evolved from hit-driven entertainment into a recurring-revenue, digitally distributed, highly social platform economy. Speakers highlight gaming’s pandemic boost, the rise of esports and cloud/mobile gaming, the strategic importance of IP and subscriptions, and why gaming ETFs remain small despite strong fundamentals and performance.

Main Topics: Gaming as a secular growth industry (Priority: 5/5): The hosts and guests frame gaming as a long-term trend driven by younger audiences who prefer interactive, participatory entertainment over passive media. Shift from boxed products to live services (Priority: 5/5): The discussion emphasizes how free-to-play models, microtransactions, and ongoing content updates have transformed game publishers into recurring-revenue businesses with higher margins. ETF performance vs. limited assets (Priority: 4/5): Gaming ETFs have posted strong year-to-date returns, yet total assets remain relatively small, which the speakers attribute to advisor hesitation, unfamiliar holdings, and perceptions that gaming is frivolous. IP, franchises, and industry leaders (Priority: 5/5): The guests focus on the value of intellectual property and discuss major companies like Take-Two, Tencent, Electronic Arts, Sony, and Microsoft as the dominant forces in gaming. Console competition, cloud gaming, and subscriptions (Priority: 4/5): Sony and Microsoft’s console rivalry is presented alongside Microsoft’s shift toward subscriptions and cloud integration, signaling how distribution and engagement are changing. Esports and gaming as social platforms (Priority: 4/5): Esports is described as incremental but strategically important marketing and engagement, while games are increasingly becoming venues for concerts, graduations, and social interaction. Global expansion through mobile and Asia (Priority: 4/5): Mobile gaming and Asian markets, especially Tencent’s ecosystem and emerging markets such as Latin America and Southeast Asia, are identified as key growth engines.

Key Arguments: Gaming is a secular trend because younger users want interactive, participatory entertainment rather than passive consumption. The industry’s revenues are now large enough to rival or exceed major entertainment categories, but gaming ETFs still attract relatively little capital. Microtransactions and live-service models have made gaming businesses more recurring and SaaS-like, improving profitability and investor perceptions. Intellectual property is increasingly valuable because successful games can be monetized for years, not just at launch. Tencent is effectively a gaming conglomerate and strategic investor, with stakes across major global franchises and platforms. Microsoft is repositioning gaming around subscriptions and cloud access, while Sony has won the last console cycle through exclusive content. Esports matters less as a direct profit center than as a marketing and engagement engine that brings users deeper into gaming ecosystems. The biggest growth opportunity may be mobile gaming in emerging markets, where smartphones have broadened access to high-end games. Games are becoming social platforms, which could make the metaverse-like concept more real over time, though not necessarily through full VR immersion.

Data Points: Global gaming revenue: about $150 billion - Will Hershey cites this as last year’s industry revenue, larger than global box office and music combined. Gaming ETF count referenced: 4 major ETFs - The conversation mentions ESPO, HERO, NERD, and GAMR as the main gaming ETFs. ESPO year-to-date return: up 43% - Eric Balchunas cites performance for VanEck’s gaming ETF. HERO year-to-date return: up 47% - Eric Balchunas cites performance for Global X’s gaming ETF. NERD year-to-date return: up 46% - Eric Balchunas cites performance for Roundhill’s gaming ETF. GAMR year-to-date return: up 37% - Eric Balchunas cites performance for ETFMG’s gaming ETF. Total gaming ETF assets: about $500 million to $600 million - Balchunas notes this is surprisingly low relative to industry size and performance. Global gamer base: around 2.5 billion - Matt Kanterman describes the overall number as including mobile and casual players. Hardcore gamers globally: hundreds of millions - Kanterman distinguishes more engaged players from casual/mobile users. User base growth since lockdowns: about 30% globally - Kanterman says Bloomberg Intelligence estimates gamer usage expanded since mid-March lockdowns. U.S. mobile market growth in Q2: 60% - Kanterman cites this as an example of pandemic-driven growth. EA revenue share: 85% to 90% recurring revenue; over 90% cash flow recurring - Kanterman uses EA to show how the business model has become more subscription-like. Microsoft Game Pass subscribers: over 10 million - Discussed as part of Microsoft’s evolving gaming and subscription strategy. Xbox Game Pass library size: over 200 games - Used to illustrate the value of Microsoft’s subscription ecosystem. Tencent ownership examples: about 40% of Epic Games; 5% of Activision Blizzard; stakes in Ubisoft - Will Hershey explains Tencent’s broad portfolio in gaming. Tencent leadership: past Alibaba as biggest company in China by market cap - Hershey describes Tencent as a major internet and gaming conglomerate. Take-Two GTA 5 economics: cost about half to make versus Avengers Endgame; made more than double lifetime - Kanterman uses this to show the profitability of hit games over movies.

Pivotal Quotes: "“I believe that gaming is a secular trend.”" — Will Hershey: Hershey’s core thesis for why gaming deserves long-term investor attention. "“It’s more about being involved.”" — Will Hershey: Explaining why younger audiences prefer gaming and social platforms over passive entertainment. "“These are the new social networks. This is what’s displacing Facebook.”" — Will Hershey: Describing how games are evolving into broader social and engagement platforms.

Implications: Gaming is increasingly a mainstream, monetizable digital ecosystem rather than a niche hobby. Investors may need to look beyond pure-play game makers toward platforms, cloud, mobile, and IP owners as the industry expands.

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Money goes where it's treated best. That simple truth is a big reason why more and more money—trillions, in fact—flows into a powerful, low-cost tool that's quietly transformed investing in recent years. Exchange-traded funds, or ETFs, let you invest in everything from the stock market to gold like never before. This biweekly podcast will demystify them—and delight you in the process.

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