There may yet be hope that publishers and developers will switch away from micro-transactions, or at least gamers are voting with their wallets.
https://www.superdataresearch.com/additional-content-revenue/
1. Players are spending less overall money on in-game content but are proportionally spending more on one or two games.
2. Additional content is failing to effectively convert players.
3. Players are growing more and more wary of monetization tactics.
[On Point 1]
Fortnite in-game spending has been mostly declining since the start of 2019 with PC, console and mobile combined revenue failing to break $100M in September 2019. Additionally, in-game conversion has dropped to 16% and 10% on PC and console respectively from 30% and 36% in September 2018.
[On Point 2]
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. Capturing the attention of those who do not spend on in-game content will require new and enticing solutions from publishers. Implementation is key, however, and game makers should be transparent in the ways they sell additional content.
[On Point 3]
Between loot boxes, battle passes, one-time booster packs and individual cosmetic purchases, there is no shortage of in-game monetization 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.