Reports Games

In-game spending Cross-entertainment product strategy

Karol Severin
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The 20,000 Foot View:  Games revenue growth is about to slow, with in-game spending the sector set to retain most momentum. Simultaneously, other entertainment sectors will actively seek to monetise digital fandom. Future games revenue will need to tap opportunities beyond games-related spending alone, and the wider entertainment demands of consumers. Integrating cross-entertainment thinking into games product strategy and games design will be crucial to long-term competitive differentiation and revenue diversification for games companies.

Key Insights

  • The oncoming            recession along with longer-term drivers            cause global games revenue growth            slow from            in 2021 to            2027
  • In-game spending            account for an increasing share            global games revenue, from            in            to            in 2027
  • The future            potential of in-game spending lies            catering to consumers’ wider entertainment,            and digital existence needs
  • Games companies            ideally positioned to cater to            needs, just as other entertainment            are looking to reinvent their            fandom monetisation activities for the            era
  • Working with            partners will enable games product            to create features yielding incremental            and revenue for each industry
  • To bridge            feature design and cross-entertainment thinking,            teams must concentrate on digital            needs that occur across entertainment 
  • For younger            (the mainstream consumers of tomorrow),            needs revolve particularly around managing            overload and consumption friction, digital            and co-creation

Companies and brands mentioned in this report: Discord, FaceTime, GTA, Instagram, Microsoft, Roblox, Snapchat, TikTok, Twitch, Voicemod, YouTube

Note: MIDiA’s definition of global games revenue excludes hardware and any subscriptions purchased outside games.