Platform Fees And Direct Commerce
Claims über Platform Fees und Direct-to-Consumer Trends
Ball analysiert wie Publisher zunehmend Platform Fees durch Direct-to-Consumer Channels umgehen, was Platform-Publisher Dynamics verändert.
Claims in diesem Cluster
Of the $136B in content sales outside of China and excluding 1st-party platform games and services, store fees consumed $33.2B of gross revenues that might otherwise go to publishers
iOS IAP generates the highest platform fees at $11.8B, followed by Android IAP at $9.0B, Console at $7.8B, and Steam at $4.7B
Annual (non-China) platform fees rival many top markets combined as a revenue opportunity
Platform fees are likely 150% of (non-China) profits
Many mobile publishers are already redirecting substantial and growing shares of their gross revenues to alternative (typically D2C) payment channels with far lower commissions
Direct-to-consumer payment channels have far lower commissions than traditional app store payment channels
Stillfront has achieved the highest share of D2C revenue among tracked publishers, reaching approximately 50% by Q4 2025
D2C stores are partly why topline mobile growth has slowed
Gamemakers discount gross prices to encourage D2C/webshop adoption that offer better net sales economics
Across five mobile publishers with leading D2C adoption (and ~$4.4B in total player spend), gross sales are down 1% since Q1'23 but (more important) net sales are up 4%
Net sales growth (4%) is more important than gross sales decline (1%)
To maximize D2C adoption, publishers must do more than offer valuable discounts, fun perks, and simple user journeys. They must also support scores of payment solutions
Payment method preferences vary significantly between different regional markets
At Epic Games Store on PC, IAP fees are only 12% (and often less), but a growing share of publishers use their own billing solutions. In 2025, 35% of 3rd-Party hours were direct
Third-party content playtime on Epic Games Store has grown consistently from 1.2 billion hours in 2019 to 2.8 billion hours in 2025