Can Video Game Companies Count on Microtransactions to Drive Growth?

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The video game industry is thriving, and most major publishers have been delivering great returns for shareholders. More people are playing games than ever before, titles are being purchased directly from publishers through digital downloads, and players are increasingly spending money on in-game items that are hugely profitable. That last performance catalyst has become particularly important.

Growth for in-game purchases is central to bullish sentiment for most video game companies, but the sale of these digital goods is also coming under increased scrutiny at both the consumer and government levels. With that in mind, it's a good idea to take a deeper look at the climate for microtransactional business models in games, some potential threats on the horizon, and whether these factors make game companies like Activision Blizzard (NASDAQ: ATVI), Electronic Arts (NASDAQ: EA), Tencent Holdings (NASDAQOTH: TCEHY), and Take-Two Intaractive (NASDAQ: TTWO) too risky as investments.

Five characters from Activision Blizzard's Overwatch standing around a loot box.
Five characters from Activision Blizzard's Overwatch standing around a loot box.

Characters from Activision Blizzard's Overwatch. Image source: Activision Blizzard.

Why microtransactions matter

The general trend has been that in-game purchases have made these companies more profitable and more predictable. The video game industry is still driven by hits, but the rise of in-game purchases means that revenue continues to be generated after the initial sale -- making earnings more dependable and reducing risk profiles for businesses. The trend is undeniably beneficial, but given how crucial these sales streams have become, it's important not to treat them as a given.

The quarter ending in December actually saw Activision Blizzard generate more money from in-game purchases than it did from full-game downloads. That's a notable statistic given that the company released a well-received installment in its Call of Duty franchise in the period and benefited from ongoing sales from recent releases Destiny 2 and Crash Bandicoot N. Sane Trilogy. Activision Blizzard generated roughly $4 billion in revenue from microtransactions in 2017, good for 57% of sales for the year, and it's hardly alone in its dependence on in-game purchases.

Microtransactional revenue grew 64% year over year to account for 32% of overall sales in Take-Two Interactive's December-ended quarter. Nearly all of the revenue for Tencent Holdings' online games segment comes from microtransactions, a product of the fact that its biggest franchises are in the free-to-play category. These revenue streams are becoming increasingly important to companies, and as that's happened, game design has shifted to encourage microtransactional spending.