Marketing Brand Safety

Saudi just bought EA. Can brands justify appearing in gaming’s best sandboxes now?

By James Kirkham, Founder

September 30, 2025 | 4 min read

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The Saudi Public Investment Fund has acquired EA, one of the world’s biggest gaming companies, with the help of President Trump’s son-in-law. James Kirkham explores the deal’s potential impact on gamer fandom, expression and brand participation.

Electronic Arts is being taken private for $55bn by a consortium led by Saudi Arabia’s Public Investment Fund - seeing a nation buying its way into the cultural bloodstream. Games like Fifa (now EA 26), Madden, and The Sims are not simply games but really entire arenas where a generation builds identity, learns the language of sport, and experiments with how to interact and live.

Saudi money has already rewritten the map of global sport, from clubs and tours to boxing, golf and more. But this move goes deeper as it is not about owning the match on the pitch but the universe around it. FC26 (formerly the Fifa franchise) is where teenagers learn deep tactical understanding and absorb an encyclopedic knowledge of players, teams, leagues and the global game. Madden is where tribal loyalty is formed. The Sims is where people try on new versions of themselves. These are not sidelines to culture; they are central to it.

Utterly foundational.

Taking EA private is about freeing it from the short-term demands of the stock market and giving it a longer horizon. With sovereign wealth behind it, EA can build entire ecosystems: commerce embedded inside Ultimate Team, creator economies woven into The Sims, live football rights stitched into virtual leagues. The border between simulation and sport is set to dissolve. A signing at Al Nassr could trigger a live in-game storyline that same evening. The virtual and the real will feed each other.

Kushner’s Affinity Partners joining the deal hints at something even bigger, too with US and Middle Eastern interests aligning around platforms that shape youth culture. This is soft power reimagined for the digital age, where nations once built museums or hosted World Cups, they now buy the worlds where young people spend their time.

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I think that raises serious questions too. What happens to representation and creative freedom when a state owns the biggest cultural sandboxes? Will player protests, queer narratives or political commentary quietly disappear? Will dissenting voices be coded out of the experience entirely?

Gamers can be a smart, cynical breed that already distrusts consolidation. Add geopolitics to that mix and trust becomes fragile and flimsy. Creators and developers may find themselves operating inside new lines they didn’t draw and audiences, particularly younger ones, might not even realise when those lines shift.

Brands entering these worlds will need to interrogate what they are endorsing and what values they are standing alongside. It makes marketing a minefield, moving from a simple ‘game integration’ understanding to a genuinely deep social, economic, and geopolitical lineage of their in-game advert. And it matters; the most valuable assets in culture are no longer stadiums or broadcast channels, they are the interactive worlds where sport, fashion, music and fandom fuse together. Proving the point, those worlds are now considered worth sovereign-level investment.

The state has stepped into the playground and when the state buys the playground, it sets the playground rules.

Brands, broadcasters and creators must decide how they navigate that new reality. EA’s $55bn sale might look like a gaming story, but it really isn’t. It’s a story about influence and the future of fandom, and increasingly, that future will belong to whoever owns the worlds where it unfolds.

Get in touch with James on LinkedIn.

Read more opinion on The Drum.

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