Game monetization benchmarks 2026: skin, battle pass, and IAP prices

What skins, currency, loot, and battle passes cost in 2025 and 2026, how many players actually buy them, and how to forecast revenue per person.

By Tim UhlottFounder|Last updated: August 19, 2026|39 minutes read
revenuemonetizationin-app purchases
Game monetization benchmarks 2026: skin, battle pass, and IAP prices
You are planning a shop. Maybe the game is still in Early Access. Maybe it already has players and you are trying to guess what a skin, a coint pack, or a season pass should cost. And how many of your players will buy it, and what does that mean per person? Here is what you will learn in this article:
  • How to tell buy rate, ARPPU, and ARPU apart
  • What skins, currency, loot, and battle passes actually cost in 2026
  • How many of your players will buy in your shop
  • First-year planning tables by genre, plus three worked examples
The genre tables later in this piece are conservative first-year, per-title estimates. Newzoo put the global games market at $201.6 billion in 2025, up 9.1%, and past $200 billion for the first time. That is consumer spend on games and services, not hardware. On PC, microtransactions were 47% of PC revenue and grew 9.1% year over year. Console in-game spending went the other way, down 4.6% to $13.3 billion. Sensor Tower counted $81.75 billion in mobile game in-app purchases in 2025, up only 1.3%. MIDiA Research found in its Q1 2024 consumer survey that cosmetic items now account for the majority of in-game spending, and that share is still rising. Players buy identity, not only power.

How to read every number in this article

Three metrics get mixed together in industry posts. If you mix them, your forecast is wrong.
MetricFormulaWhat it answers
Buy rate / conversionPaying players / reachable playersHow many people open their wallet
ARPPURevenue / paying playersHow much a buyer spends
ARPURevenue / all playersHow much an average player is worth
The identity you must keep in your head: ARPU = buy rate x ARPPU Example: 4% of players buy skins, and those buyers spend $50 a year.
  • ARPPU = $50
  • ARPU = 0.04 x $50 = $2.00 per player
If you have 20,000 reachable players, first-year skin revenue is about $40,000, not 20,000 x $50. A second trap is worse.
Kind of "buy rate"What it measuresCan you use it as a per-game forecast?
Lifetime ever-boughtShare of all players who have ever bought this in any gameNo. Upper bound only.
Per-title conversion of activesShare of your players who buy your shop in a yearYes. This is the planning number.
The Entertainment Software Association's 2026 Essential Facts report says 27% of US players aged 8+ have ever bought skins. That is not "27% of your Steam page will buy your $12 jacket." That is "more than a quarter of US players have bought a cosmetic somewhere, at some point." For a new title, use the 1 to 5% one-off IAP and 8 to 20% battle pass bands from live-ops catalogs, then adjust by genre.
Takeaway: Do not plan as if 27% of your players will buy a skin. For a new game, expect about 1 to 5% to buy a one-off item, and about 8 to 20% to buy a battle pass.

The 2025 to 2026 market

Platform revenue

Segment2025 figureYear-over-yearSource
Global games market$201.6B+9.1%Newzoo, Global Games Market Report, 2025 full year (2026 update)
Mobile$113.3B+10.7%Newzoo
Console$44.7B+2.8%Newzoo
PC$43.6B+12.0%Newzoo
Console in-game spending$13.3B-4.6%Newzoo
Console DLC$2.1B-23.4%Newzoo
Mobile game IAP (store-tracked)$81.75B+1.3%Sensor Tower, State of Mobile 2026
Mobile game downloads50.41B-7.2%Sensor Tower
Hours played in mobile games444.63B+0.9%Sensor Tower
Share of mobile IAP from top 1% of publishers92.5%n/aSensor Tower
Newzoo's $113.3B mobile number and Sensor Tower's $81.75B IAP number measure different things. Sensor Tower is App Store plus Google Play in-app purchases. Newzoo is a wider consumer-spend view. Do not average them. Newzoo credited PC microtransaction growth in part to Counter-Strike 2 and Roblox. It blamed the console in-game drop on weaker engagement in Fortnite and Call of Duty. Full-game spending still grew 25% across PC and console.
Takeaway: These billions are industry totals, not your forecast. Use them for context, then plan from the players who will actually find and try your game.

Who is buying

FactFigureSource
US players 8+ who have ever bought in-game content58%ESA 2026 Essential Facts, YouGov, n=13,545, 11 to 25 Feb 2026
Gen Z / Millennial / Gen Alpha buyers, median monthly in-game spend$20ESA 2026
Parents who buy in-game content for their children54%ESA 2026
Of those parents, who require approval93%ESA 2026
PC microtransaction buyers who spend on cosmetics52%WorldMetrics 2026 (secondary recap)
Mobile players who have made at least one microtransaction68%WorldMetrics 2026 (secondary recap)
Older players have more cash. ESA and a Cubix 2026 recap both note that the 44 to 59 group and the 50+ audience spend more per purchase and churn less. If your game is "for teens only," your ARPU will sit below these medians.
Takeaway: A teen-only audience will sit below these medians. If parents must approve a purchase, expect fewer impulse buys and a lower ARPU.

What players actually buy

ESA asked US players which types of in-game content they had ever purchased. Multiple answers were allowed, so rows overlap.
Type of in-game contentShare of US players aged 8+Source
In-game currency34%ESA 2026 Essential Facts
Skins or customization items27%ESA 2026
Expansion packs26%ESA 2026
Season pass / battle pass26%ESA 2026
Additional maps or levels19%ESA 2026
Randomized content packs15%ESA 2026
Currency sits first because it is the payment method for everything else. In Fortnite and Call of Duty, buying V-Bucks or COD Points and buying the pass are often the same transaction. If you add both a currency pack and a battle pass to a forecast, do not add 34% + 26%. Loot sits last. That matches the regulatory and trust story: EU odds rules, UK and Australian scrutiny, and player fatigue. If you still want chests, price them honestly and show the odds. Game content (expansions, maps, story packs) is still a real line. It is not dead because battle passes exist. It is just a higher ticket and a lower purchase frequency. Game Developer covered the same US spend picture through Circana and ESA.
Takeaway: Do not add currency buyers and pass buyers together. They are often the same purchase. Sell skins and a pass first. Treat loot as optional. Expansions still work if the price matches the game.

What things actually cost

Cosmetics, currency, and loot

ItemTypical priceNotesSource
Global average cosmetic purchase$8.17 in 2025Up from $4.52 in 2020MarketIntelo, In-Game Apparel Market
Basic cosmetic$0.99Entry SKUMarketIntelo 2025
Common psychological price points$4.99, $9.99, $19.99Convert better than round numbersMarketIntelo 2025
Premium / legendary cosmetic$30 to $50+Brand collabs and ultra tiersMarketIntelo 2025
Premium character skin (industry average)about $15DirectionalWorldMetrics 2026 (secondary recap)
Limited-time cosmetic premium vs permanent+20 to 50%Scarcity pricingMarketIntelo 2025
Regional discount vs US list40 to 60% in developing marketsPurchasing-power pricingMarketIntelo 2025
Currency packs$4.99 / $9.99 / $19.99 / $49.99 / $99.99Larger packs have a better ratePublisher store listings, 2025 to 2026
Loot / chest ticket$5 to $10 typicalLowest ESA ever-bought shareESA 2026 plus common store SKUs
Game content / expansion$10 to $20 indie; $20 to $40 AAA DLCFewer purchases per yearCircana / ESA content mix, 2025 to 2026

Live-service cosmetic SKUs players already know

GameSKUPriceSource
ValorantSelect Edition weapon skin875 VP, about $10Riot support / community conversion, 2026
ValorantDeluxe Edition1,275 VP, about $16Riot, 2026
ValorantPremium Edition1,775 VP, about $23Riot, 2026
ValorantExclusive / Ultraabout $26 to $30+ per gunDexerto bundle guide; Riot "varies"
League of LegendsStandard / Epic skin975 to 1,350 RP, about $11Riot Points chart, 2026
League of LegendsLegendary1,820 RP, about $22Riot, 2026
League of LegendsUltimate3,250 RP, about $35Riot, 2026
FortniteIndividual skinstypically $8 to $20Epic item shop, 2025 to 2026
These are AAA reference prices, not indie targets. Your first shop should sit near the $5 to $12 band unless the item is a full bundle or a story expansion. MarketIntelo's $8.17 average is the cleanest single number for "what does a cosmetic checkout look like in 2025." Valorant Points in the US run about $0.0105 per VP on the smallest pack and $0.0091 on the largest. Players who buy the $99.99 pack get about 13% more points per dollar. If your economy only works when people buy the whale pack, the economy is wrong.
Takeaway: Price your first cosmetic between $5 and $12, and make it obvious in one screenshot. Valorant and League prices are AAA reference points, not indie targets.

Battle pass prices in 2026

The market converged on ten dollars. MWM's May 2026 catalog of US battle and season-pass products makes that obvious.
BenchmarkFigureSource
Apps running a battle / season pass754 (73% are games)MWM, State of May 2026
Game pass items in catalog977MWM
Median game battle pass$9.99MWM
25th percentile (entry)$5.99MWM
Premium tail (top 10%)$29.99MWM
Typical standard pass$5 to $10 / seasonMWM
Premium / deluxe pass$15 to $25MWM
Tier-skip bundle$5 to $15MWM
Annual / subscription pass$30 to $60 / yearMWM, emerging
Typical season length4 to 12 weeksMWM
Pass adoption in top live-service titlesabout 85%Cubix / Kevuru 2026 recaps
Pass adoption in top online multiplayer (2025)about 73%Dataintelo
Pass share of those titles' revenue22 to 35%Dataintelo
Enrolled consumer spend per season (pass + extras)about $31.50Dataintelo

2026 live-service list prices

These are premium-currency prices, not always a clean dollar tag.
GamePremium passSeason checkedSource
Fortnite800 V-Bucks ($8.99 cheapest pack after 19 Mar 2026)From 19 Mar 2026Epic Games
Apex Legends950 Apex CoinsSeason 30, from 4 Aug 2026EA / Respawn
Marvel Rivals990 LatticeSeason 9, Jul 2026NetEase
Valorant1,000 VP (about $9.99)2026 Act 2, from 18 Mar 2026Riot
Overwatch1,000 Overwatch Coins (about $10)Season window Apr to Jun 2026Blizzard
Call of Duty: Black Ops 71,100 COD PointsSeason 05, from 23 Jul 2026Activision
Epic cut the Fortnite pass from 1,000 to 800 V-Bucks in March 2026, and cut the $8.99 pack from 1,000 to 800 V-Bucks on the same day. The dollar price did not fall. Completing the pass now returns 800 V-Bucks, enough for the next pass and no surplus. If you copy Fortnite's "the pass pays for itself" loop, budget that as retention, not extra revenue. Deluxe bundles sit above the pass. Activision's Battle Pass Bundle with 20 tier skips is 2,400 COD Points. Blizzard's premium plus 20 skips is 2,200 coins. Apex sells Ultimate tiers for real money. Casual and smaller games should start at $5.99, not $9.99. That is MWM's 25th percentile, and it is where puzzle, idle, and light seasonal games actually sit.
Takeaway: Price a full live-service pass at $9.99. Start at $5.99 if the game is casual or small. If the pass pays for the next pass, count that as retention, not extra revenue.

How many players pay

Industry bands

ShopPer-title conversion of activesLifetime ever-bought (US, any game)Source
One-off IAP (a single skin, pack, or currency bundle)1 to 5%Skins 27%, currency 34%, loot 15%MWM 2026; ESA 2026
First purchase after install (mobile)2 to 5% typical; 8 to 12% top mid-coren/aAppFollow 2026, compiling AppsFlyer / Sensor Tower / Newzoo
Battle pass8 to 20% of actives26%MWM 2026; ESA 2026
Well-timed battle pass in a top title15 to 20%n/aCubix / Kevuru 2026 (secondary recaps)
Mobile multi-pass8 to 12%n/aRecited (secondary)
Console single-pass25 to 35%n/aRecited (secondary)

Mobile IAP conversion by genre (US / Canada, 2026)

Genre bandIAP conversionSource
Hyper-casual0.5 to 2%RewardingHub 2026
Casual2 to 4%RewardingHub 2026
Mid-core3 to 6%RewardingHub 2026
RPG4 to 8%RewardingHub 2026
Casino (first purchase in 30 days)4.95%AppsFlyer, App Monetization 2026
A battle pass converts better than a single skin because the pitch is "buy once, unlock the season by playing." MWM's catalog says pass holders also log in 30 to 60% more often. Cubix and Kevuru report pass owners are about 3x more likely to still be around after six months, and they make about 25% more secondary micro-purchases. That last point is a warning. Deconstructor of Fun (2022) showed that a generous pass steals a la carte shop spend. If the pass already contains the only skins people wanted, your shop ARPU falls. In planning, if you run a pass and a shop, cut shop revenue by about 15%.
Takeaway: More players will buy a pass than a single skin. If you sell both, cut your shop forecast by about 15%, because the pass often includes the skins people wanted.

Revenue per person

These numbers are not all measuring the same window. Read the period column.
MetricPeriodFigureSource
Casual IAP ARPPUDay 90$7.26AppsFlyer 2026
Mid-core IAP ARPPUDay 90$9.80AppsFlyer 2026
Casino IAP ARPPUDay 90$11.40AppsFlyer 2026
Casual IAP ARPUDay 90$1.34AppsFlyer 2026
Mid-core IAP ARPUDay 90$2.13AppsFlyer 2026
Casino IAP ARPUDay 90$2.43AppsFlyer 2026
Casual monthly ARPPUMonth$10 to $30AppFollow 2026 compile
Mid-core monthly ARPPUMonth$50 to $100AppFollow 2026 compile
Gacha / hardcore monthly ARPPUMonthoften $100+AppFollow 2026
Mobile ARPPUMonthabout $12.30WorldMetrics 2026 (directional, secondary)
Free-to-play ARPUMonth$7.20WorldMetrics 2026 (secondary)
US mobile player microtransaction spendMonth$15.60WorldMetrics 2026 (secondary)
ESA buyer median in-game spendMonth$20ESA 2026, younger generations
Top RPG / strategy paying userUnspecified, tier-1 markets$45+Cubix 2026 (secondary)
Mobile shooter annual ARPPUYear$45 to $120Dataintelo, Mobile Shooter, 2025
Broader mobile annual ARPPU bandYear$30 to $65Dataintelo 2025
Console single-pass ARPPUSeason$12 to $18Recited (secondary)
Mobile multi-pass ARPPUSeasonabout $47Recited (secondary)
Pass + supplemental cosmeticsSeasonabout $31.50Dataintelo 2025
Day-90 ARPPU of $8 to $11 looks small next to "$50 to $100 a month." Both can be true. AppsFlyer is a short window across a huge install base. AppFollow's monthly band is what a healthy live mid-core title sees among payers in rich markets. For an indie PC forecast, annual ARPPU of $20 to $60 among shop buyers is the honest middle. $100+ a month is gacha and 4X, not a $12 Steam shooter skin. Dataintelo's $31.50 per season is spend by people who already bought the pass, including extra cosmetics and skips. If your model already has a separate skins line, do not add $31.50 on top. Use pass price times paid seasons for the pass, and a smaller shop ARPPU for extras.
Takeaway: Do not mix Day-90 numbers with monthly or yearly numbers. For an indie PC shop, plan about $20 to $60 per year from each buyer, not $50 to $100 a month.

What each genre actually sells

Industry recaps in 2026 agree on the shape, even when they disagree on the exact dollar.
GenrePrimary live-ops motionWhat to sell firstSource
Shooter / ActionBattle pass + cosmeticsSeason pass, then weapon / operator skinsCubix 2026; MWM 2026
MOBACosmetics and seasonal contentSkins, then a passCubix 2026
RPGCollection + cosmeticsCharacters, skins, currency; pass is secondaryCubix / Kevuru 2026
StrategyPremium currencyTime / resource packs, then a mid-core passCubix 2026; Sensor Tower 2026
SportsSeasonal leagues + packsCurrency, player packs, kits, a season passWorldMetrics sports MTX; ESA content mix
Casual / puzzleAds + cheap IAP$5 to $6 cosmetics, $5.99 pass, rewarded adsRewardingHub; Cubix
Adventure / storyPremium + DLCGame content first, light cosmeticsNewzoo PC / console 2026 (sandbox vs story split)
Hyper-casualAdsDo not plan a $10 passCubix 2026 (about 90% ads)
Sensor Tower's 2026 State of Gaming note: strategy and puzzle led mobile growth in 2025. Strategy IAP was up 20%, puzzle up 14%. Strategy was the only mobile genre that grew revenue, downloads, and time together. On PC, action premium revenue on Steam was up 32%. That does not mean every strategy indie prints money. It means the category is where spend is moving.
Takeaway: Match the shop to the genre. Action games sell a pass and skins. Adventure games sell DLC. Hyper-casual games should not plan a $10 pass.

Planning tables by genre

The tables below are first-year, per-title planning defaults for a reachable PC audience. They sit inside the research bands above. They are not Fortnite, Genshin, or Call of Duty Mobile. How to use a row:
  1. Take your reachable players (the people who will actually find and try the game).
  2. Multiply by buy rate. That is your buyers.
  3. Multiply buyers by price x purchases per year. That is first-year revenue for that shop.
ARPU = buy rate x price x purchases per year Purchases per year is how often a buyer comes back. A $10 pass bought 3.5 times is not $10 of revenue. It is $35 from that buyer.

Battle pass

GenreDefault priceBuy ratePaid seasons / yearARPPUARPU
Action$9.9916%3.5$35.0$5.59
Adventure$9.999%2.5$25.0$2.25
Casual$5.9910%3.5$21.0$2.10
Racing$9.9912%3.0$30.0$3.60
Role Playing$9.9912%3.0$30.0$3.60
Simulation$7.9910%2.8$22.4$2.24
Sports$9.9914%3.5$35.0$4.90
Strategy$9.9911%3.0$30.0$3.30
Other$9.9912%3.0$30.0$3.60
Paid seasons are lower than calendar seasons. A game can run five seasons and still only collect 3.5 purchases from the average pass buyer. People skip a season.

Skins

GenreDefault SKUBuy ratePurchases / yearARPPUARPU
Action$123.2%2.5$30.0$0.96
Adventure$81.8%2.0$16.0$0.29
Casual$62.0%2.2$13.2$0.26
Racing$102.8%2.4$24.0$0.67
Role Playing$104.2%2.8$28.0$1.18
Simulation$82.5%2.3$18.4$0.46
Sports$123.5%2.6$31.2$1.09
Strategy$82.2%2.2$17.6$0.39
Other$82.5%2.4$19.2$0.48

Currency

GenreDefault packBuy ratePurchases / yearARPPUARPU
Action$9.993.5%3.5$35.0$1.22
Adventure$9.992.0%2.5$25.0$0.50
Casual$4.992.5%3.0$15.0$0.37
Racing$9.992.5%3.0$30.0$0.75
Role Playing$9.994.5%3.8$38.0$1.71
Simulation$7.992.8%3.0$24.0$0.67
Sports$9.994.0%3.5$35.0$1.40
Strategy$9.994.0%4.0$40.0$1.60
Other$9.993.0%3.2$32.0$0.96
Currency converts a little more often than skins because it is the wallet, not the item. Strategy and RPG sit highest. That matches Cubix: strategy lives on premium currency.

Loot packs

GenreDefault ticketBuy ratePurchases / yearARPPUARPU
Action$7.991.5%2.5$20.0$0.30
Adventure$6.991.0%2.0$14.0$0.14
Casual$4.991.0%2.2$11.0$0.11
Racing$6.991.2%2.2$15.4$0.18
Role Playing$9.992.5%3.0$30.0$0.75
Simulation$5.991.2%2.0$12.0$0.14
Sports$7.992.0%2.8$22.4$0.45
Strategy$6.991.5%2.4$16.8$0.25
Other$6.991.2%2.2$15.4$0.18
RPG and sports are the only genres where loot still looks like a real line (gacha, card packs, Ultimate Team). Everywhere else, keep it small or skip it. ESA's 15% lifetime ever-bought rate is the ceiling, not the plan.

Game content (DLC, expansions, maps, story packs)

GenreDefault priceBuy ratePurchases / yearARPPUARPU
Action$14.992.0%1.2$18.0$0.36
Adventure$19.993.0%1.3$26.0$0.78
Casual$9.991.0%1.1$11.0$0.11
Racing$12.991.8%1.2$15.6$0.28
Role Playing$19.993.5%1.4$28.0$0.98
Simulation$14.992.2%1.2$18.0$0.40
Sports$14.992.5%1.3$19.5$0.49
Strategy$14.992.0%1.2$18.0$0.36
Other$14.992.0%1.2$18.0$0.36
Adventure and RPG pay for expansions. Casual barely does. Do not put a $20 story pack behind a $5.99 hyper-casual loop.
Takeaway: Find your genre row. First-year revenue is reachable players times buy rate times (price times purchases per year). That is your shop, not Fortnite.

Three worked examples

Example A. Free-to-play multiplayer action game

Assume 50,000 reachable players in year one. You ship a $9.99 pass, $12 skins, and $9.99 currency. No loot.
ShopBuyersSpend per buyerRevenueARPU
Battle pass8,000 (16%)$35.0$279,720$5.59
Skins1,600 (3.2%)$30.0$48,000$0.96
Currency1,750 (3.5%)$35.0$61,163$1.22
Shop after 15% pass overlapn/an/a$92,788$1.86
Total live-opsn/an/a$372,508$7.45
Store fees are not in this table. Steam still takes its cut. So does the platform owner on console. If the same game is single-player only, cut live-ops by about 30%. Identity cosmetics convert worse when nobody else can see them. Multiplayer can justify about a 15% lift.

Example B. Premium $25 adventure game plus DLC

The box price does the heavy lifting. Add a $19.99 expansion and a light $8 skin line. On 20,000 reachable players:
LineBuy rateRevenue
Game ($25, using your store conversion, not these live-ops rates)your catalog modelcatalog revenue
Game content3.0% x $19.99 x 1.3about $15,600
Skins1.8% x $8 x 2.0about $5,760
Live-ops here is a bonus, not the business.

Example C. Casual game, $5.99 pass only

On 100,000 reachable players:
  • Buyers: 10,000
  • Spend: $5.99 x 3.5 = $20.97
  • Revenue: about $209,700
  • ARPU: $2.10
That is why casual studios still run passes. The ticket is small. The conversion is not.
Takeaway: In a free-to-play action game, the pass is most of the live-ops money. In a $25 adventure game, live-ops is a bonus. The box price is still the business.

Design notes that change the math

Price the pass at a visible discount. MarketIntelo says a $9.99 to $19.99 pass often looks like 30 to 40% off the a la carte value of the items inside. If the pass is not obviously cheaper than buying two skins, people will not convert at 8 to 20%. Keep a free track. The free track fills lobbies and teaches the loop. The paid track is the product. Keep seasons between 4 and 12 weeks. Shorter than four weeks feels like a chore. Longer than twelve loses the deadline. Most action games land near five seasons a year. Casual can run more, cheaper. Do not put progression power in the shop if you sell a competitive game. Cosmetics are the majority of in-game spend because they do not break the match. Pay-to-win still prints money in 4X and some RPGs. It also prints reviews you cannot undo. Loot is optional and politically expensive. ESA puts randomized packs last. If you ship them, disclose odds, cap child spend, and do not make the only good skin a chest exclusive. A pass can eat your shop. Watch ARPPU after the first season. If high spenders drop, the pass is too generous. Deconstructor of Fun called this out in 2022. It is still true. Currency is not content. A coin pack with nothing worth buying is a dead SKU. Currency ARPU only shows up if skins, passes, or content exist to sink it.
Takeaway: Make the pass look cheaper than two skins, keep a free track, and keep seasons between 4 and 12 weeks. Do not put power in a competitive shop.

Your takeaway

If you are shipping a live game in 2026, start with three prices:
  1. A $6 to $12 cosmetic people can understand in one screenshot.
  2. A $5.99 or $9.99 pass with a free track and a season short enough to finish.
  3. A currency pack only if something on that list is worth buying.
Then forecast with buy rate times spend per buyer. Do not use ESA's 27% as your conversion. That number is "have they ever bought a skin in any game." Your number is "will they buy your shop this year." Here is the short version to keep:
  1. Split the metrics. Buy rate is how many players pay. ARPPU is how much a buyer spends. ARPU is those two multiplied. Never apply ARPPU to every player.
  2. Use 1 to 5% for a single item and 8 to 20% for a pass. Adjust down if the game is new or single-player.
  3. Price a cosmetic at $5 to $12. Price a pass at $5.99 (casual or small) or $9.99 (live action). Add coins only if there is something worth buying.
  4. If you run a pass and a shop, cut shop revenue by about 15%. The pass often includes the skins people wanted.
  5. Sell what the genre already buys. Action: pass and skins. Adventure: DLC. Casual: a cheap pass. Hyper-casual: ads, not a $10 pass.
If you want a first look at the potential for your game, put the genre, platform, and game type into the Market Insights calculator. It estimates where the game sits in the market and what audience that implies. Then come back to the tables above and run buy rate times spend per buyer on that audience.

Sources

  1. Entertainment Software Association, 2026 Essential Facts About the U.S. Video Game Industry. YouGov survey of 13,545 US respondents, 11 to 25 February 2026.
  2. ESA press release, 3 June 2026.
  3. Game Developer / Circana coverage of ESA 2026 spend.
  4. Newzoo, Year in review: 2025. Global Games Market Report quarterly update, June 2026, covering full-year 2025.
  5. Sensor Tower, State of Mobile 2026 and State of Gaming 2026. Mobile game IAP $81.75B; strategy / puzzle growth.
  6. MWM, Battle Pass: How It Works, 2026 Pricing Benchmarks and Design. State of May 2026 catalog.
  7. MarketIntelo, In-Game Apparel Market Research Report 2034. 2025 pricing section: $8.17 average cosmetic.
  8. MIDiA Research, The "why" and "what" behind in-game spending. August 2024. Q1 2024 survey in US, UK, Australia, Canada, Germany, France, Poland, Turkey, South Africa.
  9. AppsFlyer, The State of App Monetization, 2026 Edition. D90 IAP ARPU / ARPPU and conversion.
  10. AppFollow, Mobile Game KPIs: The 2026 Guide to Gaming Metrics.
  11. RewardingHub, Mobile Game Monetization Benchmarks by Genre 2026.
  12. Dataintelo, Online Microtransaction Market. Pass adoption, $31.50 per season, shooter ARPPU $45 to $120.
  13. Recited, Battle Passes and Season Passes. Mobile vs console conversion and ARPPU. Secondary playbook.
  14. Deconstructor of Fun, Battle Passes: Everything You Ought to Know and Then Some. 4 June 2022.
  15. WorldMetrics, Microtransactions In Video Games Statistics, 2026 Edition. 12 Feb 2026, verified 11 Jul 2026. Secondary recap.
  16. Epic Games, Fortnite V-Bucks Price Increase. 10 March 2026, effective 19 March 2026.
  17. Riot Games. Valorant skin tiers and Riot Points / VP pack prices, 2026. Publisher listings, no single stable public support URL.
  18. Cubix, Game Monetization Statistics 2026. 8 July 2026. Secondary recap, not a primary survey.
  19. Kevuru Games, Game Monetization Statistics: Data and Insights. Secondary recap of the 15 to 20% pass band.
  20. Xiao, Zhang, Mao. What Makes Loyalty Programme Work: The Effectiveness of the Battle Pass System in Chinese MOBA Game. Advances in Economics, Management and Political Sciences 172 (published 8 May 2025). Academic pass and loyalty framing, not Western ARPU.

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