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News - Player spending in Grand Theft Auto Online jumped 23% following casino update

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Player spending in Grand Theft Auto Online jumped 23% following casino update

<div style="margin: 5px 5% 10px 5%;"><img src="https://www.sickgaming.net/blog/wp-content/uploads/2019/11/player-spending-in-grand-theft-auto-online-jumped-23-following-casino-update.jpg" width="200" height="200" title="" alt="" /></div><div><p>Recurrent consumer spending, the metric Take-Two Interactive uses to track in-game spending on things like premium currency as well as digital game goods and content, rose 23 percent to a new record for <em>Grand Theft Auto Online</em> in the months following the game’s Diamond Casino &amp; Resort update.</p>
<p>Rockstar Games parent Take-Two Interactive mentioned the increase in spending in a recent conference call, though specific figures weren’t mentioned beyond just that percentage.</p>
<p>CEO&nbsp;Strauss Zelnick called <em>Grand Theft Auto Online’</em>s casino update, which dropped in July, the game’s biggest content launch ever “delivering record player engagement across daily, weekly, and monthly active users in July, and then again in August.”</p>
<p>Players aren’t able to directly spend real-world money on digital chips for betting in <em>Grand Theft Auto Online</em>’s casino, however they are able to purchase in-game currency that can then be converted into chips in the game itself. That extra step, and the fact that players can’t cash out in-game winnings back into real money, likely aims to distance the casino from legally dubious online gambling. However, that slight distinction hasn’t stopped the casino from being <a href="https://www.gamasutra.com/view/news/347340/Grand_Theft_Auto_Onlines_new_casino_is_limited_by_gambling_laws_in_some_countries.php">restricted in certain countries.</a></p>
<p>For the company as a whole, recurrent consumer spending increased 39 percent year over year and “significantly exceeded” Take-Two’s expectations. That growth was led by virtual currency sales from <em>NBA 2K</em>, <em>Grand Theft Auto Online</em>, and <em>Red Dead Online</em>, as well as by content sales from <em>Borderlands 3.</em></p>
<p>Specific numbers for recurrent consumer spending weren’t provided, but given that 37 percent of Take-Two Interactive’s total GAAP net revenue came from that source, roughly $317.4 million in revenue was likely due to the sale of premium&nbsp;currency and digital game goods.</p>
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