Niko Partners analyst Daniel Ahmad says microtransactions and DLC now account for 75% of everything gamers spend on game software each year, dwarfing what people pay for the games themselves.
According to Ahmad, the video game software sector grosses about $195 billion annually, and only 25% of that comes from new game purchases and subscription services combined. The remaining three-quarters comes from in-game spending, whether that's cosmetics, battle passes, loot boxes, or paid expansions.

PC gaming microtransactions alone made up 58% of PC revenue back in 2024, according to earlier industry data, so a 75% figure across the whole software market suggests the shift toward live service monetization has only accelerated since then. That makes sense, given the popularity of microtransactions and how effective they have been over the past decade in gaming.
It's worth pointing out that most developers do not seem thrilled about any of this. Surveys have repeatedly shown a large majority of developers pushing back against microtransactions in AAA games, even as publishers keep leaning further into the model. Ubisoft in particular has taken heat recently for essentially arguing that microtransactions make games more fun, which has not gone over well with players.

The uncomfortable reality is that this system persists because it works. If a majority of gamers are still spending on in-game purchases every year, publishers have little reason to walk away from a revenue stream that dwarfs what full-price games alone bring in.


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Expect this share to keep climbing rather than shrink, unless regulators or player backlash actually force a change, and there's no strong sign of either happening yet.





