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The Shifting Landscape of Gaming: Virtual Goods and Subscriptions Transforming the Console Industry

Virtual goods such as Fortnite weapons and subscription services such as Microsoft’s Game Pass have become as important to the console industry as its traditional money spinner of high-priced standalone games, marking a turning point for the $60bn business.

Virtual goods such as weapons and equipment in “Fortnite” (Fortnite) and subscription services such as Microsoft (Microsoft) Game Pass have become as important to the game console industry as traditional cash cows such as high-priced console games, marking the $60 billion The dollar business is at a turning point.

Console players are set to splash out $21bn on in-game items and subscription services this year — about the same as they will spend on game downloads and discs, according to research group Ampere Analysis.

Console gamers will spend $21 billion this year on in-game virtual items and subscription services, roughly as much as they spend on downloading games and buying game discs, according to research firm Ampere Analysis.

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