Netflix Titanically Expands Its Gaming Division Through the Purchase of Avatar Creator Ready Player Me
Media & Entertainment

Deal Summary
Netflix has implemented one more step forward with its acquisition of Ready Player Me, an avatar creation platform located in Estonia, which is seen as quite a bold move from Netflix to monopolize the interactive entertainment and gaming sectors.
The official announcement was made on the 19th of December 2025. Although the sum exchanged has not been made public, the acquisition is clearly speaking Netflix’s language of skating over streaming directly into the world of gaming that is well-integrated with the previous one.
Ready Player Me has offered a new technical solution for a very wide field of users, that is creating a user’s 3D avatar that is personalized and can be used interchangeably in various games and virtual realms. The startup had a mix of financing of about $72 million consisting of venture capital firms, like Andreessen Horowitz, Endeavor, and Konvoy Ventures, along with angel investor-backed-a-tied associations with companies like Roblox and Twitch that contributed to its funding round.
How Netflix is Planning to Benefit From the Technology
According to Netflix, the company is going to utilize Ready Player Me’s technological capabilities and infrastructure in empowering the subscribers to make their digital representations of themselves or their favorite characters that are going to be interchangeable among different titles. This could be the case with Netflix launched games and possibly other interactive experiences as well. The purpose is to let the users take their digital identity, or Unique Avatar, over from one platform to another and from one game to another.
Only one of the four founders, the Chief Technical Officer Rainer Selvet, is going to join Netflix straight away. The remaining ones will not join Netflix’s team and the company has not indicated which Products will be the first ones to incorporate these avatars. Ready Player Me will stop its existing public services by end of the day on the 31st of January 2026, which is just a part of the transition.
Netflix Gaming Strategy Change
It is a clear indication that the acquisition of Netflix is a sign of a wider strategy shift in the company’s view of gaming. In the beginning, Netflix, considering that it was not set up as a game developer, was not going to make a big deal out of mobile handheld consoles. It was not aimed directly at PC or other types of gaming machines. Eventually, however, Netflix seemed to have changed the direction of its plan; it shifted toward offering download-and-play style gaming as a part of the commuters’ experience on-the-go.
The purchase of Netflix shows that the company is changing its approach to the gaming area revamping. At first, Netflix was only into gaming by way of adding mobile titles to its regular subscriptions. However, slowly but surely, it got going with bigger and better games more suitable for consoles that would be played on interactive TV and through cross-platform engagement. Netflix is trying to give the games a more personal and social touch by activating avatar technology.
The company has previously dabbled with different gaming formats and genres and this particular move is an indication of the company's desire to provide features that can compete with identity systems in other platforms such as Roblox or Epic's ecosystems that are very similar in nature and already quite pervasive.
What This Means for Users
For users who are subscribed, this acquisition could lead to more interactive gaming experiences that are in line with their personal tastes and characters. The players will not have to control ordinary characters anymore, but rather they will be able to take on their own characters, i.e. customized avatars they design once and use everywhere. Such continuity may help nurture a stronger sense of engagement across Netflix's gaming portfolio.
Broader Industry Impact
Netflix's acquisition emphasizes that the merger of traditional entertainment companies with gaming is not a rare case anymore but rather a trend. The streaming platform that mixes content with the interactive play and digital identities of the users is not just surviving but thriving at the nexus between the narrative media and the consumer-driven experiences. This could amount to a remarkable transformation in the manner of audience's interaction with content, which would be device- and format-independent.
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