TY - JOUR
T1 - The rise of the subscription model in the video game console industry
T2 - Unveiling the commercial consequences for platform owners and video game sellers
AU - Van Crombrugge, Michiel
AU - Stremersch, Stefan
N1 - Publisher Copyright: © 2025 The Author(s)
PY - 2025
Y1 - 2025
N2 - Prior research in the video game console industry empirically examined the interdependence of hardware (i.e., console) sales, software (i.e., video game) sales and software supply. Recently, we have witnessed the rise of the subscription model (such as Microsoft's Xbox Game Pass and Sony's PlayStation Plus) as a new business model among platform owners. The impact of this new business model on platform owner revenues, video game seller revenues, and video game supply are unknown to date. Does this new model fuel growth for all sides of the market or does it come at the expense of console and/or video game sales revenue? We study the past launches of Microsoft's Xbox Game Pass and Sony's PlayStation Plus on which now the dust has settled enough to examine the commercial consequences thereof. Our research provides first evidence that the introduction of the respective subscription models in proprietary video game console markets: (1) enhanced console revenue, (2) had limited impact on video game revenue (contrary to the cannibalizing effects observed in the music, movie and TV industry), and (3) created a healthier video game supply, either by increasing the quantity of video game introductions (i.e., for PlayStation) or increasing their average quality (i.e., for Xbox).
AB - Prior research in the video game console industry empirically examined the interdependence of hardware (i.e., console) sales, software (i.e., video game) sales and software supply. Recently, we have witnessed the rise of the subscription model (such as Microsoft's Xbox Game Pass and Sony's PlayStation Plus) as a new business model among platform owners. The impact of this new business model on platform owner revenues, video game seller revenues, and video game supply are unknown to date. Does this new model fuel growth for all sides of the market or does it come at the expense of console and/or video game sales revenue? We study the past launches of Microsoft's Xbox Game Pass and Sony's PlayStation Plus on which now the dust has settled enough to examine the commercial consequences thereof. Our research provides first evidence that the introduction of the respective subscription models in proprietary video game console markets: (1) enhanced console revenue, (2) had limited impact on video game revenue (contrary to the cannibalizing effects observed in the music, movie and TV industry), and (3) created a healthier video game supply, either by increasing the quantity of video game introductions (i.e., for PlayStation) or increasing their average quality (i.e., for Xbox).
UR - http://www.scopus.com/inward/record.url?scp=105000040653&partnerID=8YFLogxK
U2 - 10.1016/j.ijresmar.2025.02.006
DO - 10.1016/j.ijresmar.2025.02.006
M3 - Article
AN - SCOPUS:105000040653
SN - 0167-8116
JO - International Journal of Research in Marketing
JF - International Journal of Research in Marketing
ER -