Consumer gaming: assessing the new revenue opportunity for operators

Consumer gaming: assessing the new revenue opportunity for operators
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According to our consumer survey, 70% of adults across 20 major countries play games on consoles, PCs or mobile devices, of which 85% play at least once a week. Although that is a significant user base, two thirds of gamers play free games, which is not ideal for monetisation. Strategies to monetise gaming are evolving: like with music and video streaming in the past, a subscription model is now emerging for gaming, opening up the market to new entrants, including operators. In 2020, only 15% of gamers had a gaming subscription, but adoption is set to grow. In this analysis, we take a look at how operators can capture a slice of the gaming subscription market and explore the incremental revenue opportunity.

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