Players are Spending Less on Microtransactions in Fortnite Than They Used to By Sean Carey, 11 Nov 2019 CommentsA new report published by Superdata shows that Fortnite players aren't spending their money on the game like they used to. In-game purchases in Fortnite have been "mostly declining since the start of 2019 with PC, console and mobile's combined revenue failing to break $100m in September 2019," according to the report. Despite the decrease in in-game purchases, Fortnite is still outperforming competitors when it comes to players buying in-game content. 8% of gamers spent their money on in-game content in Fortnite in the last month compared to new games such as FIFA 20 and Madden NFL 20 with just 2%. Call of Duty: Black Ops 4 ties with Fortnite on 8% followed by GTA V on 6%. In the report, Superdata says that console in-game spending revenue as a whole has been in decline since the start of the year, while PC in-game purchase revenue has "remained static". It also suggests that players are spending less money on microtransactions in a number of games and are favouring just one or two of their favourite titles. Additional in-game content is also failing to win over players. Superdata says, "despite generating $6.5B in PC revenue and $1.4B in console revenue in Q3 2019, in-game spending is failing to reach a sizeable portion of the gaming market. Half of gamers (51%) did not spend on additional in-game content in the past month despite major releases among microtransaction-heavy games such as FIFA 20 and NBA 2K20."The report also states that in-game spending is at a saturation point and that publishers have to identify new ways of winning back players who no longer trust them thanks to harsh and predatory microtransaction model. "In-game spending as we know it has reached a saturation point. Between loot boxes, battle passes, one-time booster packs and individual cosmetic purchases, there is no shortage of in-game monetisation tactics. These strategies, however, are not enticing everyone to purchase additional content. Developers must seek out and identify the best approach for converting players to spenders or earning back player trust that was lost due to poorly implemented microtransaction models."Industry News Written by Sean CareyHey everyone! I'm Sean. I have been writing gaming content for various outlets over the past few years while studying a degree in Journalism. I grew up on everything PlayStation — mainly Metal Gear Solid, with a brief foray into the world of Xbox. Nowadays, you'll find me mainly playing multiplayer PC games, but with the recent addition of the Xbox Game Pass for PC, I'm looking forward to improving my TA Score.