Platform Fees And Direct Commerce
Claims über Platform Fees und Direct-to-Consumer Trends
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Kapitel-Kontext
Slides s089–s157 · 69 Slides
Das längste Kapitel (40% der Slides). Ball identifiziert 5 Wachstumsgebiete: Emerging Markets, Advertising, D2C/Platform Fees, Roblox, und (implizit) ...
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
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
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%
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