Microtransactions responsible for 58% of gaming revenue in 2024, report says

Pop sensation Sabrina Carpenter, as seen in 'Fortnite,' takes money from outstretched human hand. Behind her, a pile of V-Bucks, the title's in-game currency.

Gaming industry market intelligence company Newzoo released its 2025 PC and Console Gaming Report, and a lot of gamers aren’t gonna like what they found.

According to Newzoo’s new figures, nearly 60% of all revenue generated across the gaming industry came from microtransactions, a contested and controversial element in many modern video games. That 58% figure comprises a whopping $24 billion, around a 1.4% year-over-year uptick. Newzoo expanded on their findings, citing three titles as leading moneymakers: Roblox, Call of Duty: Black Ops 6, and Fortnite.

The latter is unsurprising, considering Epic Games’ viral Sabrina Carpenter bundle runs young pop fans 2,800 of its in-game currency V-Bucks. Converted to USD, that’s about $20.

These numbers will likely push industry leaders like Call of Duty‘s Activision to include even more pay-to-play elements in upcoming blockbusters, a move made even more frustrating by consumers’ existing economic concerns.

As gamers air grievances regarding Nintendo’s eye-popping price for its upcoming Switch 2, industry experts expect President Donald Trump’s tariffs to drive up the cost of everyday household electronics like consoles and games even more.

What’s the big deal?

For the uninitiated, “microtransactions” are exactly that: on top of a game’s retail price, gamers can fork over another dollar or two for in-game minutiae like cosmetics, weapons, or access to otherwise-locked characters.

Across social media platforms, many gamers lament microtransactions and some big brands’ attempts to nickel-and-dime consumers for content that, frankly, they should’ve released with the game. Why is the best weapon under lock and key?

Paywalling important in-game content puts penny-pinching players in a pickle. They can throw a billion-dollar brand another buck when they’ve already handed over $60 or $70 for the game in the first place, or they can hold off, likely making gameplay more difficult or less fun. While a one-off buyable bonus item is one thing, many titles lock tons of items in “loot boxes,” which players don’t usually find out the contents of until they click “Confirm Payment.” These lottery-like buys are often completed by kids, giving them the same dopamine rush you might get when scratching a winning ticket.

In uncertain economic times, frivolous add-ons are another way to separate the “haves” and “have-nots.” Players with discretionary income flaunt unique cosmetics and arsenal upgrades in online multiplayer matches. Consequently, kids aware of their family’s financial situation will wrestle with feelings of exclusion and rejection.

At this stage, gamers must abandon those oh-so-tempting upgrades or risk incentivizing companies’ future inclusion of frustrating “pay-to-play” elements. Whatever drives one’s microtransaction aversion, rewarding bad behavior begets more of the same.

Learn more about Newzoo’s study on their website.

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A lifelong gamer raised on classic titles like Crash Bandicoot, Spyro, and Croc, Stephanie brings her expertise of gaming and pop culture to deliver unique, refreshing views on the world of video games, complete with references to absurd and obscure media.

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