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Chronicles

The story behind the story

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Netflix is considering ways to make money from video games, including via IAPs and ads; Apptopia: as of October 2023, <1% of subscribers played its games daily

Ideas include charging extra for some games and incorporating ads, in-game purchases  —  Netflix has said it plans to be in gaming for years to come.

Wall Street Journal Jessica Toonkel

Context & Ripple Effects

Netflix initially positioned games as mobile titles included at no extra charge, following its subscription-included mobile gaming launch plan. By 2022, Apptopia had already measured 1.7 million daily active users against Netflix's subscriber base, a low daily-engagement signal for a service investing in a larger game library.

The monetization review therefore marks a test of whether games can become a revenue-bearing product line rather than solely a retention benefit within the streaming bundle.

First-order effects

  • Netflix must decide which games, if any, remain fully included and which can support ads, in-app purchases, or an extra charge; that changes the value proposition for existing subscribers.
  • Game teams would need to design around the chosen commercial model rather than a purely subscription-funded release strategy.

Second-order effects

  • A paid or ad-supported game tier could expose bundle cannibalization: Netflix must balance incremental game revenue against the simplicity of its all-in subscription offer.
  • Developers seeking distribution through Netflix would face a clearer trade-off between the service's subscriber reach and its monetization rules, particularly for games built around ongoing purchases or advertising.

Third-order effects

  • If Netflix pairs a growing catalog with distinct game monetization, streaming services may increasingly treat games as a separate commercial layer rather than a free content perk.
  • The durability of that shift depends on whether engagement rises enough to justify monetization without weakening the subscription bundle; the reported daily usage suggests that remains unproven.

The trend: Subscription video platforms are testing whether game libraries can evolve from retention-oriented bundles into independently monetizable entertainment businesses.