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Video Game Subscription Market Growth Slows: Challenges In Attracting New Subscribers

Video Game Subscription Market Growth Slows: Challenges In Attracting New Subscribers

電子遊戲訂閱市場增長放緩:吸引新訂閱者的挑戰
Benzinga ·  2023/06/10 13:02

Recent data from Circana's Games Market Dynamics report indicates a significant slowdown in the growth of video game subscription spending.
The report reveals that, in April 2023, subscription spending in the United States was only 2% higher compared to the same period in 2022.

最近的數據來自 Circana的遊戲市場動態報告顯示,電子遊戲訂閱支出的增長顯著放緩。
該報告顯示,2023年4月,美國的訂閱支出僅比2022年同期增長了2%。

See Also: Gaming Industry Layoffs Continue: SEGA's Relic Entertainment Announces 121 Job Cuts

另見:遊戲行業裁員仍在繼續:世嘉的Relic Entertainment宣佈裁員121人

This stagnation in growth has raised concerns about the industry's ability to attract new subscribers beyond the existing console ownership base.
"Finding new subscribers beyond the console ownership base has proven very difficult thus far," Mat Piscatella, Executive Director at Circana, wrote on Twitter on Wednesday.
However, he added that the major new premium releases in 2023 have performed "exceptionally well" in traditional sales channels. "On the other hand, the big new premium releases in 2023 have done exceptionally well in good ol' fashioned sales, particularly in digital (although Nintendo Company, Ltd. (OTC: NTDOY) 'The Legend of Zelda: Tears of The Kingdom' has sold HEAPS physically as well)," he tweeted.
The struggle to attract new subscribers is evident in the video game subscription market, especially for Sony Interactive Entertainment's (NYSE:SONY) PlayStation Plus and Microsoft Corporation's (NASDAQ:MSFT) Game Pass.
Sony recently shared that its Premium tier has 8 million subscribers (17% of the total user base) and PS+ Extra has 6.1 million subscribers (13% of users). However, the number of PS Plus subscribers has remained unchanged at 47.4 million since the previous quarter. This indicates a lack of significant growth, with the numbers staying relatively the same since June 2020.

這種增長停滯引發了人們對該行業在現有遊戲機所有權基礎之外吸引新訂戶的能力的擔憂。
“事實證明,到目前爲止,在主機所有權基礎之外尋找新訂閱者非常困難,” Mat PiscatellaCircana執行董事週三在推特上寫道。
但是,他補充說,2023年發佈的主要新高端產品在傳統銷售渠道中表現 “異常出色”。“另一方面,2023年發佈的大型新高端產品在老式銷量方面表現異常出色,尤其是在數字領域(儘管 任天堂有限公司 (場外交易代碼:NTDOY)《塞爾達傳說:王國之淚》也以實物形式出售了HEAPS),” 他在推特上說。
在電子遊戲訂閱市場中,吸引新訂閱者的努力顯而易見,尤其是 索尼互動娛樂的(紐約證券交易所代碼:索尼)PlayStation Plus 和 微軟公司的 (納斯達克股票代碼:MSFT)Game Pass。
索尼最近分享說,其高級版擁有800萬訂閱者(佔總用戶羣的17%),而PS+ Extra擁有610萬訂閱者(佔用戶的13%)。但是,自上一季度以來,PS Plus的訂閱人數一直保持不變,爲4,740萬。這表明缺乏顯著增長,自2020年6月以來,這一數字相對保持不變。

Meanwhile, Microsoft's Game Pass reached a milestone of 25 million subscribers in January 2022. However, the company has not provided any updated figures since then, leaving the current state of the service uncertain.

同時,微軟的遊戲通行證在2022年1月達到了2500萬訂閱者的里程碑。但是,自那時以來,該公司一直沒有提供任何最新數據,這使得服務的現狀尚不確定。

According to Phil Spencer, the head of Microsoft's Xbox division, the company doesn't expect Game Pass to become its main source of income and is fine if the service "will stay in that 10-15% of our overall revenue, and it's profitable for us."

根據 菲爾·斯賓塞,微軟Xbox部門的負責人,該公司預計Game Pass不會成爲其主要收入來源,如果該服務 “保持在我們總收入的10-15%之內,並且爲我們帶來利潤”,那就沒問題了。

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