While Circana reports that content spending was up 1% year-over-year to $4.8 billion, that’s with subscription spending rising 16% and 2% growth in mobile.
If it refers to the total games software market (digital sales, physical sales, micro-transactions, subscriptions and mobile), then I think I my point stands.
I wasn’t sure if “content spending” excludes say micro-transactions for software that is not available physically.
Why would any of that affect physical software? Does steam and gog sell cartridges or discs that I’m unaware of?
I got confused by the following:
That’s just saying overall revenue is up, but that includes digital sales like subscriptions and mobile storefront sales.
While physical sales are down, the digital sales make up for the loss to the point of actually being a 1% gain.
If it refers to the total games software market (digital sales, physical sales, micro-transactions, subscriptions and mobile), then I think I my point stands.
I wasn’t sure if “content spending” excludes say micro-transactions for software that is not available physically.