In-App Purchases
Ongoing coverage on In-App Purchases.
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AppMagic: Pokémon Go generates $48.5m during 10th anniversary celebrations
Pokémon Go generated over $48.5 million in in-app purchases during its 10th anniversary week, a new weekly record, driven by the Road to Legends event and Pokémon Go Fest: Global. The game ranked fourth globally for grossing apps that week and has accumulated over $6.4 billion in revenue since its 2016 launch. Scopely executives confirmed that a sequel is unlikely, with future developments focusing on expanding the existing game's community and features.
Germany’s Mobile Games Market: Growing Revenue and a Diverse Community
Mobile games revenue in Germany reached approximately 2.7 billion euros in 2025, a 3% increase from the previous year, continuing a 25% growth trend since 2021. Over 28 million people play mobile games in Germany, with the average player age at 38.8 years and women making up 56% of the player base. The majority of revenue is generated through in-app purchases, driven by the free-to-play model.
Only One Games Subscription Service Is Truly Kid-Friendly
Apple Arcade is presented as a safe haven for children's gaming due to its complete absence of ads and in-app purchases. The service is highlighted for its family-friendly titles, including new crossovers with the popular show Bluey, and its limited data tracking practices. This stands in contrast to platforms like Roblox and Fortnite, which have faced scrutiny for exploitative monetization and data collection practices.
Only One Games Subscription Service Is Truly Kid-Friendly
Apple Arcade is presented as a safe haven for children's gaming due to its complete absence of ads and in-app purchases. The service is highlighted for its family-friendly titles, including new crossovers with the popular show Bluey, and its limited data tracking practices. This stands in contrast to platforms like Roblox and Fortnite, which have faced scrutiny for exploitative monetization and data collection practices.
Razer's Thinnest Gaming Laptop Evolves: Introducing the 2026 Razer Blade 16
Razer has unveiled the 2026 Razer Blade 16, its thinnest gaming laptop to date. Separately, Meta Quest usage reached an all-time high in 2025, with over 100 titles exceeding $1 million in revenue and in-app purchase sales growing by more than 10%.
Meta Quest usage reaches "all-time high" in 2025 despite studio closures and layoffs
Meta Quest usage reached an all-time high in 2025, with over 100 titles grossing more than $1 million and in-app purchase revenue increasing by over 10%. Despite studio closures and a significant loss in its Reality Labs division, Meta remains the largest investor in VR globally. The company also removed Horizon Worlds from its store after data indicated it did not improve device retention.
The Rigged Game: How Capital Mines Our Last Shreds of Hope - Unigamesity
Social casinos, which offer casino-style games without real-money wagering using virtual chips, have become a lucrative segment of the mobile gaming industry, generating billions annually. These platforms, primarily found on iOS and Android devices, generate revenue through in-app purchases of virtual currency and leverage psychological design principles to engage players. While distinct from real-money gambling, they have faced some legal scrutiny, and hybrid models like sweepstakes casinos are also gaining traction.
Fortnite will return to Google's Play Store globally on March 19
Fortnite will be available globally on Google's Play Store starting March 19, coinciding with the launch of a new season. This marks the resolution of a long-standing dispute between Epic Games and Google, which led to Fortnite's removal in 2020. Epic Games CEO Tim Sweeney confirmed the return following a settlement and Google's adjustment of its in-app payment cut.
Europe's game rating agency takes aim at in-app purchases, loot boxes, and 'unrestricted communication' with new 'interactive risk categories'
Europe's game rating agency PEGI is introducing new 'interactive risk categories' to address loot boxes, in-app purchases, and unrestricted in-game communication. These changes will affect game age ratings, with some titles potentially seeing significant increases, such as EA Sports FC moving from PEGI 3 to PEGI 16 due to randomized card packs. The new criteria are set to be implemented in June.
Video Games With Loot Boxes Will Now Have a 16 Age Rating Across Europe as Part of Huge PEGI Shakeup - IGN
The Pan-European Game Information (PEGI) age-rating body is introducing new categories starting July 2026 to classify games with in-app purchases, paid random items (loot boxes), and other interactive features. Games containing paid random items will default to a PEGI 16 rating, impacting titles like EA's FC series. These changes aim to provide clearer warnings to parents about potential risks within games.
Video game PEGI age-ratings are changing in Europe and it's probably not good news for EA FC Sports
PEGI, the Pan-European Game Information age-ratings body, is implementing significant updates to its criteria in June. These changes will introduce new categories to address addictive design, unmonitored online communication, and paid content, including loot boxes. Games like EA Sports FC, previously rated PEGI 3, may now receive a PEGI 16 rating due to in-app purchases like Ultimate Team card packs.