Analyst: Subscription services will make up only 8 percent of the gaming sector by 2027
The popularity of Microsoft's popular Game Pass subscription service is still growing day by day, and Sony is preparing to launch its rival Spartacus service project.
Instead of buying games individually and keeping them forever, the video game industry is getting closer to becoming another model for movies and series we watch through Netflix and other competing services.
Each system has drawbacks and features, and the annual or monthly subscription system is on its way to becoming a reality imposed on players, although Microsoft supports this trend strongly, as it recently indicated that the success of games on Xbox is not linked to Game Pass because selling store copies of games is still part of the game. Important in Microsoft policy
Video game industry analyst and expert Pier Harding-Rolls and AmpereAnalysis Research Center on PC Gamer asserts that gaming services proliferation such as movies and music will not exceed 8.4 percent of total video game spending by 2027.
This percentage is double the current figure, as subscription services for games are still very modest compared to the volume of game sales individually, which is considered weak growth for gaming services at a time when some believe that they will be the future of games within two years at most.
Analyst Harding-Rolls gives some simple examples of this model, which sits on top of the Game Pass service, which is not experiencing very large growth as it is supposed to be, although it adds new games regularly and EA Play, in contrast, the old games are out of the service list and are not You can go back to playing it again.
This means that the total number of games available to subscribers, whether more or less, remains the same, and the point of Game Pass is not the number of games available, but rather the new titles that are added on the first day of launch.
Harding-Rolls Explains the fundamental difference between Netflix and Spotify movies, music and video game services, that money can't be compensated through monthly fees unless those fees are very high, with players spending close to 79% of total spending on video games in 2021 through in-game microtransactions.