Reports Games

In-game spending Cross-entertainment product strategy

Karol Severin
Cover image for In-game spending
Report Synopsis Presentation Spreadsheet

Get full access to this report and assets

Already a MIDiA client? Login here to view this report.

If you are interested this report, or related reports such as The Emergence Of The Always On Gamer Profiling Console Owners, 2021 Predictions The Year of the Immersive Web and Next-Generation Consoles PS5 Starts in Pole Position get in touch today to enquire about a report bundle.

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.