Itemshop: market researchers see limit reached by micro-transactions

According to the North American market research firm Superdata The business with micro-transactions shows some signs of fatigue. This is particularly evident at Fortnite, where in September 2019 the $ 100 million mark in sales in one month was not reached for the first time. The conversion rate – the proportion of players who spend in-game real money – fell from 30 to 16 percent on a Windows PC and from 36 to 10 percent on a Windows PC within a year.

Job market

  1. ADG Apotheken-Dienstleistungsgesellschaft mbH, Regensburg, Bad Kreuznach, Hanover, Berlin, Leipzig, Cologne, Bad Köstritz, Munich, Hanau, Fürth
  2. Hays AG, Frankfurt am Main

In general, the business stagnates with loot boxes, combat passes and cosmetic extras on the PC platform. On the consoles, it has even fallen slightly within the last two years. According to Superdata, growth in microtransactions only takes place in mobile games. About half of the clientele – 51 percent – was not willing to spend money in games at all.

According to Superdata, players would learn to handle microtransactions. That does not necessarily mean that they spend less and less, but that they focus on less and less favorite titles. In addition, they would be aware earlier if unfair or excessive monetization methods were used in games.

For example, and other media point out when games such as Tom Clancy's Ghost Recon Breakpoint or Star Wars Battlefront 2 appear too greedy.

According to market researchers, many manufacturers must first rebuild trust after many incorrectly implemented micro-transactions. Against this background, it is understandable why many developers already say in the announcement of new titles, that there will be no or at least only cosmetic extras in their game – Blizzard has just done that with Overwatch 2 like that.