thicc_girls_are_teh_best
Member
So, uh, I did some further numbers to try and figure what revenue GamePass might be bringing in. Thanks to having both Sony and Nintendo's numbers, plus the numbers from this article (which as
Heisenberg007
pointed out, is sloppily written to begin with), I think I finally have a solid number and it's...well, it's something.
So to recap, the entire gaming market generated ~ $81 billion. Sub services accounted for 4% of that. The $3.7 billion quoted figure is already a bit too high because that's 4% of $92.5 billion, and if the market generated $92.5 billion, the article would've just outright stated that no? Anyway, we'll just pretend that the $3.7 billion is accurate (it's not) and go with that, because that isn't the main point.
Sony stated that they had generated around $2.5 billion from PS+ subscriptions, which already shows how the Axios figures don't line up, because their numbers for GamePass percentages are referring to a subset of that $3.7 billion...a subset we don't know yet. $2.5 billion off a userbase of 48 million is $52 per year per user on average, over $4.33/month per user. The averaged total of 48 million PS+ subscribers paying an average of $10/month and $5/month (annual pay) would be $7.5. So the actual annual revenue per user is just 73.2% of the average.
Nintendo reported back in November they had 32 million NSO subscribers. IIRC, they did not report revenue figures for this (if they did, please share), but their recent Digital Revenue was $963 million. An average NSO account is $4 for one month, but I assume most Switch users pay for the full year in advance, or $20. Let's just say that's about 75% of all NSO users, or $480 million a year. That's about close to the 73.8% you get from PS+ monthly breakdowns compared to the monthly & annual PS+ revenue average ($4.33/mo vs. $7.50/mo). We'll also roll off another 20% for people who might be paying NSO Expansion, which is basically closer to a GP-style service than regular NSO, leaving $384 million a year.
So that is already $2.884 billion...of $3.7 billion, and we haven't even done XBL Gold yet. I'm actually going to leave that out, because if I included that in before focusing exclusively on GP/PS Now/Stadia/Luna/NSO Expansion, you'd see just how small this share of the market actually is in terms of revenue. And either the following numbers are close to something tangible in terms of actual financial numbers, or the Axios article is even more poorly composed than it already seems like it is.
Anyway, with $816 million remaining, if GamePass constitutes 60% of that market, then annual GamePass revenue is...$489.6 million. That's for the whole year. And again, that isn't accounting for Xbox Live Gold subscribers, because the actual number is actually smaller. Off a base of 25 million, that's $19.58 a year on average from each GamePass subscriber, or $1.63 per month per subscriber on average. Considering a pure average per month based on the plans should be $12.50, that's a difference of the actual monthly average being 7.69x smaller. Another way of framing it, is that roughly less than 1/8th of the 25 million subscribers are paying in full for GamePass over the course of the year, or about 3.26 million users out of 25 million.
If each of those 3.26 million users were to buy a single full-priced $60 AAA game, they'd generate $195.618 million. They would have to buy just 2.5 $60 AAA games a year to match through game purchases, what they theoretically generate in GamePass revenue. I'm not going to sit here and say if this is good or bad; if Microsoft has metrics that GamePass subscribers spend a certain percentage more on games than "others", then at least we can look at some numbers here and figure logically-speaking how that could come about, seeing what the likely revenue off GamePass subscription figures themselves are.
However, if these numbers are pointing in the right direction (and again, that's assuming the "GamePass accounting for 60%" figure is based on a subset of the $3.7 billion figure that state in the article...but the article itself is already faulty on several other grounds so you never know ), then they do provide some solid grounds for arguments that question the financial success of services like GamePass, as well. Perhaps quite more so than arguments in support of the model, at least as it currently exists. But really, I just wanted to try figuring out some actual numbers here, on a metric I think everyone can understand: money.
So to recap, the entire gaming market generated ~ $81 billion. Sub services accounted for 4% of that. The $3.7 billion quoted figure is already a bit too high because that's 4% of $92.5 billion, and if the market generated $92.5 billion, the article would've just outright stated that no? Anyway, we'll just pretend that the $3.7 billion is accurate (it's not) and go with that, because that isn't the main point.
Sony stated that they had generated around $2.5 billion from PS+ subscriptions, which already shows how the Axios figures don't line up, because their numbers for GamePass percentages are referring to a subset of that $3.7 billion...a subset we don't know yet. $2.5 billion off a userbase of 48 million is $52 per year per user on average, over $4.33/month per user. The averaged total of 48 million PS+ subscribers paying an average of $10/month and $5/month (annual pay) would be $7.5. So the actual annual revenue per user is just 73.2% of the average.
Nintendo reported back in November they had 32 million NSO subscribers. IIRC, they did not report revenue figures for this (if they did, please share), but their recent Digital Revenue was $963 million. An average NSO account is $4 for one month, but I assume most Switch users pay for the full year in advance, or $20. Let's just say that's about 75% of all NSO users, or $480 million a year. That's about close to the 73.8% you get from PS+ monthly breakdowns compared to the monthly & annual PS+ revenue average ($4.33/mo vs. $7.50/mo). We'll also roll off another 20% for people who might be paying NSO Expansion, which is basically closer to a GP-style service than regular NSO, leaving $384 million a year.
So that is already $2.884 billion...of $3.7 billion, and we haven't even done XBL Gold yet. I'm actually going to leave that out, because if I included that in before focusing exclusively on GP/PS Now/Stadia/Luna/NSO Expansion, you'd see just how small this share of the market actually is in terms of revenue. And either the following numbers are close to something tangible in terms of actual financial numbers, or the Axios article is even more poorly composed than it already seems like it is.
Anyway, with $816 million remaining, if GamePass constitutes 60% of that market, then annual GamePass revenue is...$489.6 million. That's for the whole year. And again, that isn't accounting for Xbox Live Gold subscribers, because the actual number is actually smaller. Off a base of 25 million, that's $19.58 a year on average from each GamePass subscriber, or $1.63 per month per subscriber on average. Considering a pure average per month based on the plans should be $12.50, that's a difference of the actual monthly average being 7.69x smaller. Another way of framing it, is that roughly less than 1/8th of the 25 million subscribers are paying in full for GamePass over the course of the year, or about 3.26 million users out of 25 million.
If each of those 3.26 million users were to buy a single full-priced $60 AAA game, they'd generate $195.618 million. They would have to buy just 2.5 $60 AAA games a year to match through game purchases, what they theoretically generate in GamePass revenue. I'm not going to sit here and say if this is good or bad; if Microsoft has metrics that GamePass subscribers spend a certain percentage more on games than "others", then at least we can look at some numbers here and figure logically-speaking how that could come about, seeing what the likely revenue off GamePass subscription figures themselves are.
However, if these numbers are pointing in the right direction (and again, that's assuming the "GamePass accounting for 60%" figure is based on a subset of the $3.7 billion figure that state in the article...but the article itself is already faulty on several other grounds so you never know ), then they do provide some solid grounds for arguments that question the financial success of services like GamePass, as well. Perhaps quite more so than arguments in support of the model, at least as it currently exists. But really, I just wanted to try figuring out some actual numbers here, on a metric I think everyone can understand: money.
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