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It’s Time for Games to Embrace Aggregation Theory

In tech writer Ben Thompson’s infamous aggregation theory, economic power derives from supply ownership—train barons owned the track and leveraged that power up and down the supply chain. The internet flipped the relationship: with near zero switching and distribution costs, suppliers instead aggregated user demand to leverage suppliers. Consider Amazon: aggregating millions of customers gained power over suppliers, compelling them to compete on its platform and play by its rules. In a post-ATT and “black hole games” world, gaming unwittingly embraced this dictionary, and distribution has become all-powerful.

Previously, games saw a lite version of aggregation theory, as platform owners like Sony and Microsoft owned the track (and thus users), allowing them to set the game’s rules. But something funny happened: cross-play, progression, and commerce crumbled console platform power as Epic leveraged Fortnite’s popularity to insert itself between platforms. Roblox grew so powerful that it bent Apple’s will, which granted it a “game-within-games” App Store exception. Roblox’s MAU nearly exceeds all game platforms combined, while Fortnite console MAU ranks first monthly. This consolidation of player bases has dramatically shifted the balance of power. The conquest continues, with Sony now allowing Discord voice chat integration on PlayStation consoles. This was unthinkable ten years ago!

Strong platforms exploit their position in and outside of games. Early MCU actors like Chris Hemsworth and Chris Evans were paid in the low nine figures on the notion that their careers would take off afterward. Marvel’s power came from massive distribution, reflected in these economic relationships. The same thing almost happened at last year’s Super Bowl: Artists who performed at half-time would pay the NFL instead of vice versa. While the NFL backed away, it’s another example of contracting battle lines being redrawn.

Roblox has succeeded in this for the last couple of years, and Look North World’s (LNW) Gundam deal signals it starting on Fortnite. Meanwhile, the Lego and Disney deals amount to Epic paying for the privilege of player access. While Gamefam and LNW pay for licensing, Epic, and Roblox pay nothing. Instead, they benefit from the engagement uplift and revenue share from in-game items, while brands access hard-to-reach audiences and enjoy adjacent brand monetization (toys, etc). The next question is when other large games like Brawl Stars and Call of Duty will extract terms from licensors given their 150m+ MAU (nearly half the size of the U.S.).

However, growth in these mega-platforms is showing signs of deceleration. Roblox’s growth has been essentially tier three, while Fortnite’s MAU has regressed, much less grown.

Ultimately, the next phase of gaming’s evolution will test the limits of aggregation theory. Success will depend on platforms’ ability to amass players and exploit their economic power.

Three Ways to Improve Taylor Swift’s ARPPU

A Game Economist Attends the Eras Tour

At the Eras Tour in Stockholm, my thoughts naturally turned to Ms. Swift’s untapped monetization potential. Despite her billionaire status, she’s barely scratched the surface. By embracing “Taylor’s Version” labeling, Era-specific merch, and friendship bracelet culture, Swift could double her “extras” ARPPU from $50 to $100. 1

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  1. Merch sale numbers all over the place; I’m sure Taylor’s is way higher.
Squad Busters: Supercell Hits the Apex or Spins Off-Track?

Thanks to Laura Taranto and Matthew Emery for the feedback and editing!

Verdict & Prospects

As it stands, Squad Busters is not a game players will remember forever. But it can be one. 

Squad Busters demonstrates Supercell’s world-class ability to broaden the accessibility of midcore mechanics, in this case, roguelikes and MOBAs, while weaving an effective character progression consumable-based monetization model. Squad Busters promises to evolve into a stronger, more robust, structured sandbox than its seeming counterpart, Brawl Stars. Squad Busters is Supercell’s most accessible game yet and has the most sustainable revenue potential among their offerings, bar Clash of Clans. 

It’s also a crowning achievement in Supercell’s IP building. Squad Busters’ characters draw from other Supercell IPs, with endless and tantalizing future potential tie-ins. Yet the art style, gameplay, and wholly original IP elements (that theme music!) manage to expand and enhance the IP it’s based on. Potential cannibalization between Brawl Stars and Squad Busters is overblown. We should expect a portfolio-high download volume.

However, a lackluster learning loop, muted character design, and two-in-round currencies hamper the ability of Squad Busters to transition players to elder gameplay depth. Long-term prospects remain the game’s biggest mystery, as the game was never soft-launched long enough to measure so much as a D30 retention rate. While these are fixable issues, the team must solve them “live,” which is much more difficult if the team headcount scales. Ultimately, Squad Busters needs more refinement time. 

In the short run, and as the first game to go global under Supercell’s “Next Chapter,” it has a shot at helping Supercell achieve its highest annual revenue on record. That would be a welcome reprieve for a company that seems to be under mounting pressure from its owners, Tencent. However, solving Squad Buster’s core issues is paramount to avoiding the inconsistent performance of Clash Royale and Brawl Stars.

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Fallout is the Final Nail in the Transmedia Coffin

The Fallout TV series has received widespread critical and audience acclaim, with 65M viewers and Amazon Prime’s 2nd most-watched show of all time. The show appears to have cracked the secret transmedia success formula: top-tier IP, backed by a six-figure budget, distribution through a 200M MAU network, and widespread critical acclaim. Consistent with the transmedia thesis, engagement with Fallout games has skyrocketed, with *all* games experiencing significant uplifts. However, price cuts have ended, and according to VG Insights, revenue is down 50%+ from two-week highs in titles like Fallout 76. While the uplift has yet to return to equilibrium, a generous guess might land $40M in incremental revenue across the franchise before returning to a steady state. The final revenue impact may tally north of $50M. And yet, hailed as a transmedia success, Fallout instead shows the exact opposite: if this is the best transmedia offers, then the concept is creatively bankrupt.

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Inflation, Ads, and Webstores Change Everything We Know
A true Mobile Master, Michael J. Scott educates MBAs on industry-level challenges

Inflation, ads, and webstores reverse nearly every trend in gaming—and then reverse it again. These aren’t rounding errors either—they’re GDP-level phenomena (literally), and the inability to account for them is warping our perception of reality in the gaming industry. 

  • Adjusting for inflation completely reverses the growth in mobile spending between 2020 and 2023, from +8% to -9%.
  • Adjusting for inflation slashes Newzoo’s 2026 PC & Console forecast by 39%, from +15% to +9%.
  • Ads revenue is likely a double-digit percentage of gaming revenue, and all we have to estimate is King’s quarterly earnings.
  • Adjusting for webstores completely reverses the revenue decline in some midcore genres, casting cold water on the “move to the middle” thesis.
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The Call of Duty Puzzle No One Has Solved

Call of Duty Mobile (CODM) provided a watershed moment for mobile, proving Western gamers are ready for virtual dual analog stick controls and heralding a wave of Eastern titles to the West. Or did it?

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