PC Microtransaction Revenues Have Doubled Since 2012

The SuperData report says Battlefront II is only a small part of the inconvenience for the gaming industry. Lately, gamers have been talking a lot about Battlefront II, even though this is nothing new for EA. From the SuperData report that VazGaming cites in 2012, PC games with the free-to-play label generated revenue of 148 Trillion Rupiah and doubled to 297 Trillion Rupiah in 2022. It is estimated that it will grow to more than 40 Trillion Rupiah by 2022.

Meanwhile, the revenue generated from purchasing full games has increased from 67 Trillion Rupiah to 108 Trillion Rupiah, and is estimated to reach 148 Trillion Rupiah during the same time period. With the fine line running between increasing content offerings and engagement (and of course revenue) and alienating gamers, the ongoing microtransaction experiment has had its successes and failures. While gamers were quick to complain that the publisher was providing too much extra content for the game, players continued to support service-based monetization with their wallets.

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Additional content sales are also increasingly earning more than a one-time purchase, and the current trend shows no signs of slowing down. However, the report also warns against “what appears to consumers to be money-raising techniques”, as demonstrated when players were pressed against Ubisoft for inserting expensive microtransaction shortcuts in Assassin’s Creed Unity.

“We’ll still have to see what impact EA’s correction will have on microtransactions in Battlefront II, but it’s fair to say the fan community isn’t enthusiastic,” the report concludes. “Nonetheless, it is clear that gamers continue to use well-executed additional content, and the market presents a huge opportunity for publishers.”

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