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AMAZON TRIED TO BUY A VIDEO-GAME COMPANY, THEN PAID $970 MILLION FOR TWITCH
AMAZON TRIED TO BUY A VIDEO-GAME COMPANY, THEN PAID $970 MILLION FOR TWITCH
Amazon wasn't trying to buy a video game. It was buying the place where millions of people watched other people play them.
In 2014, Amazon made one of its most surprising acquisitions.
It paid approximately:
$970 MILLION
for Twitch.
At the time, Twitch was only about three years old.
And Amazon wasn't buying a traditional game developer.
It was buying something potentially more valuable:
the audience around video games.
TWITCH WASN'T MAKING GAMES
Twitch launched in 2011 as a platform focused on live video for gamers.
People could:
Stream themselves playing
Watch other players
Follow streamers
Chat with communities
Watch esports
Interact with game publishers
By July 2014, Twitch said more than 55 million unique visitors had watched over 15 billion minutes of content on the platform that month.
More than 1 million broadcasters were producing content.
That was the asset Amazon wanted.
Not a game.
An audience.
GOOGLE WAS ALSO INTERESTED
Before Amazon announced the acquisition, the market widely expected Google to buy Twitch.
Google already owned YouTube.
And YouTube had obvious reasons to want a massive gaming-video platform.
The reported deal was expected to be around $1 billion.
Then Amazon suddenly appeared.
And bought Twitch instead.
That made the acquisition much more interesting.
Amazon was primarily known for:
books
shopping
warehouses
AWS
Why spend nearly a billion dollars on people watching video games?
JEFF BEZOS SAW SOMETHING DIFFERENT
Amazon's announcement explained the logic.
Jeff Bezos pointed to the enormous amount of gaming content being watched and described broadcasting and watching gameplay as a global phenomenon.
Amazon wanted to help Twitch build more services for the gaming community.
Amazon wasn't simply buying content.
It was buying a community.
And communities can be extremely difficult to build from scratch.
THINK ABOUT WHAT AMAZON WAS ACTUALLY BUYING
Amazon could have tried to build its own Twitch.
It could have hired engineers.
It could have created streaming infrastructure.
It could have launched a gaming video platform.
But that wouldn't automatically give it:
55 million visitors
1 million broadcasters
billions of minutes watched
and an established gaming culture.
Twitch already had those things.
So Amazon bought the shortcut.
THE ACQUISITION WASN'T EVEN AMAZON'S BIGGEST GAMING MOVE
Amazon was becoming increasingly interested in gaming.
It had begun building its own game-development capabilities and had acquired game developer Double Helix Games earlier in 2014.
But Twitch was different.
Amazon wasn't primarily buying the people who made games.
It was buying the infrastructure around the people who watched and broadcast games.
That distinction mattered.
AMAZON'S OWN ACCOUNTING TELLS US WHY
Amazon's 2014 annual report specifically said it acquired Twitch because of:
its user community and live-streaming experience.
That is revealing.
Amazon could have highlighted technology.
It could have highlighted software.
Instead, the filing emphasized:
community
and
experience
Those were the difficult-to-replicate assets.
THEN TWITCH BECAME PART OF AMAZON
The acquisition closed in September 2014.
Interestingly, Twitch didn't disappear into Amazon.
The Twitch brand continued.
Its employees stayed.
And the service continued operating as a distinct platform.
That was important because destroying the identity of the community would have damaged the very asset Amazon had paid for.
AMAZON WAS BUYING ATTENTION
There is another way to look at the deal.
Amazon already knew how to monetize people's shopping attention.
Twitch gave it access to something completely different:
entertainment attention.
People weren't visiting Twitch because they wanted to buy something.
They were spending hours there because they wanted to watch creators and participate in communities.
That created opportunities for:
Advertising
Subscriptions
Creator monetization
Gaming partnerships
Esports
Digital entertainment
The audience itself was the strategic asset.
THE $970 MILLION QUESTION
At the time, almost $1 billion sounded enormous for a three-year-old gaming platform.
But Amazon wasn't necessarily valuing Twitch like a normal software company.
It was paying for the possibility that Twitch could become a major entertainment platform.
And Amazon explicitly said it wanted to help Twitch build new services for gamers.
The acquisition was therefore partly a bet on the future of gaming as entertainment.
BUT THE ACCOUNTING NUMBER IS INTERESTING
Amazon's SEC filings later reported the acquisition differently from the headline announcement.
The original announcement put the transaction at approximately $970 million in cash.
Amazon's accounting for the completed acquisition reported approximately $862 million as the aggregate purchase price after adjustments, including assumed options and other items.
That's a useful reminder:
The headline acquisition price and the accounting purchase price don't always end up being identical.
AMAZON WASN'T BUYING A GAME
This is the part that makes the story work.
Amazon didn't need another video game.
It wanted the ecosystem surrounding games.
Think about the chain:
Game
↓
Player
↓
Streamer
↓
Audience
↓
Community
↓
Advertising + subscriptions + commerce
Twitch sat right in the middle.
AND THAT'S WHY GOOGLE LOST
Google already had YouTube.
Amazon didn't.
That may have made Twitch particularly valuable to Amazon because it gave the company an established gaming-video community rather than forcing Amazon to build one from zero.
The acquisition therefore wasn't simply about competing with another game company.
It was about entering a new layer of the entertainment business.
THE REAL AMAZON STRATEGY
Amazon has repeatedly expanded into businesses that connect with its larger ecosystem.
Retail connects with:
Prime
↓
Video
↓
Music
↓
Devices
↓
Advertising
↓
Cloud
Twitch added another piece:
gaming communities and live entertainment.
The company didn't need Twitch to sell video games directly.
It could become another destination inside Amazon's broader digital ecosystem.
THE BUSINESS LESSON
A company doesn't always have to buy the thing that produces the product.
Sometimes the more valuable position is between the product and the customer.
Amazon didn't buy a blockbuster game franchise.
It bought the place where millions of people gathered around games.
And that's a completely different business strategy.
MAACAT PERSPECTIVE
The headline story is:
Amazon spent almost $1 billion on a gaming website.
The more interesting story is:
Amazon bought a community it couldn't easily recreate.
Twitch already had creators.
It already had viewers.
It already had culture.
It already had billions of minutes of attention.
Amazon could build technology.
It could build servers.
It could build advertising systems.
But it couldn't instantly manufacture a community of millions of people.
That's what Amazon was really buying.
Sometimes the most valuable part of a digital company isn't its software.
It's the people who have already decided to use it.
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