PC and console in-game purchase revenue decline :Player who purchase game sensitive to other people’s opinions

For years, for some paid games and most free games, the extra in-game buying has been the lifeblood of its profitability. According to SuperData, the majority of total PC-side gaming revenue in 2018 (85 percent) and console-side gaming revenue in 2018 is generated by the consumption of in-game purchases.

PC及主机端游戏内购收入下降 玩家购买游戏对他人意见敏感

However, in-game buying revenue from mobile-side games has grown over the past two years. While the PC-side in-game purchase revenue basically remained unchanged, host-side in-game purchase revenue is slowly declining.

PC及主机端游戏内购收入下降 玩家购买游戏对他人意见敏感

In the past month, 8% of Fortnite gamers have spent money on extra content, compared with 2% of games such as Destiny 2, FIFA 20 and Madden NFL  20. In-game buying revenue for Fortnite has been declining since the beginning of 2019, while pc-side, console and mobile-device revenue failed to top $100 million in September 2019. In addition, the in-game conversion rate on the PC and host side decreased from 30% and 36% in September 2018 to 16% and 10% respectively. While players focus on the games they love, some of them clearly come to the brink of elimination. To avoid this, the production of new content is essential to maintain player engagement.

PC及主机端游戏内购收入下降 玩家购买游戏对他人意见敏感

SuperData surveyed 3,000 U.S. players over the age of 13 and found that 51 percent of respondents said they hadn’t spent more on extra content in the game in the past month, 16 percent said they spent no more than $10 on in-game purchases and 14 percent Respondents spent between $10 and $24, 11 percent spent between $25 and $49, 5 percent spent between $50 and $99, and 3 percent spent more than $100.

PC及主机端游戏内购收入下降 玩家购买游戏对他人意见敏感

In addition, players are quite sensitive to the opinions of others. When deciding to buy a game, a large percentage of gamers consider the impact of friends and family (54 percent) and social media (40 percent) important. In addition, more than a third of respondents were affected by video game news sites (36 per cent), technology sites (34 per cent) and game forums (35 per cent).

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