Question of the Day: What percentage of global video game revenue came from mobile games?
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Answer: 55%
Questions:
- What makes small purchases in mobile games easier to justify than larger one time purchases, and why can that become a problem?
- What psychological tactics do mobile games use to nudge players into impulse spending, and how might someone guard against them?
- If small in app purchases can add up quickly, what budgeting strategies could help someone stay in control of their entertainment spending?
Here are the ready-to-go slides for this Question of the Day that you can use in your classroom.
Behind the numbers (NewZoo):
"The global games market is estimated to reach $188.8 billion in 2025, a 3.4% increase year-on-year according to Newzoo's latest report. Console revenues are predicted to lead this growth, with the segment forecast to rise 5.5% to $45.9 billion. Newzoo cites the launch of the Nintendo Switch 2 as the main driver, as well as "higher software prices and major releases". Mobile is set to maintain the largest share of overall revenues, and is projected to generate $103 billion."
About the Author
Dave Martin
Dave joins NGPF with 15 years of teaching experience in math and computer science. After joining the New York City Teaching Fellows program and earning a Master's degree in Education from Pace University, his teaching career has taken him to New York, New Jersey and a summer in the north of Ghana. Dave firmly believes that financial literacy is vital to creating well-rounded students that are prepared for a complex and highly competitive world. During what free time two young daughters will allow, Dave enjoys video games, Dungeons & Dragons, cooking, gardening, and taking naps.
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