Subscriptions hid January’s weak spots — Switch 2 and re-releases did the heavy lifting

Subscriptions hid January’s weak spots — Switch 2 and re-releases did the heavy lifting

Game intel

Call of Duty: Black Ops 7

View hub

Call of Duty: Black Ops is the seventh main Call of Duty game and the sequel to Call of Duty: World at War. The game differs from most previous installments, w…

Platform: PlayStation 3, PC (Microsoft Windows)Genre: ShooterRelease: 11/9/2010Publisher: Activision
Mode: Single player, MultiplayerView: First personTheme: Action, Horror

Subscriptions propped up a sleepy January for the games market

January’s topline looks tidy: US gamers spent more year‑over‑year. The real change is where the money came from. Subscription services – the steady, recurring receipts publishers and platform owners have been pushing for years – were the primary growth engine, masking softness elsewhere and a hardware picture skewed by one obvious newcomer.

  • What happened: Content spending rose 3% YoY to $4.3 billion; total gaming spend hit roughly $4.7 billion. Non‑mobile subscription revenue jumped 23% to about $596 million, according to Circana’s Mat Piscatella (reported by IGN, Steam News and TechRaptor).
  • Where it mattered: Subscriptions carried the month. Hardware spending climbed 16% to $248 million thanks largely to Nintendo Switch 2’s first comparisons; accessories slipped and mobile dipped slightly.
  • Top sellers: Call of Duty: Black Ops 7 again topped the charts, flanked by NBA 2K26 and Madden NFL 26. Older titles – Final Fantasy VII Remake, Fallout 4 — spiked after ports, tie‑ins and price changes.

Key takeaways — the numbers that matter

  • Subscriptions accounted for the bulk of content growth. A 23% increase in non‑mobile subscription revenue is not incidental — it’s structural.
  • Hardware growth is noisy. Overall hardware spending rose 16% YoY, but that’s largely because Switch 2 posted sales against zero a year ago. PS5 and Xbox Series spending both declined in January.
  • Catalog and ports are propping up charts. Re‑releases and platform launches boosted older games into the top sellers, a trend publishers use deliberately to stretch revenue outside big new releases.

Why this matters: subscription revenue is stabilizing, but it’s also a mirror

The industry loves to pitch subscriptions as a cure for the hit‑driven rollercoaster. January’s data gives that thesis a win: recurring subscriptions produced the only clear double‑digit growth. That’s important because subscriptions translate to predictable ARPU and long tail monetization — easier to plan around than one big launch.

But growth in subscription dollars doesn’t erase weak signals elsewhere. Mobile spending dipped slightly. Console content gains were modest, and hardware gains are being distorted by new platform comps — Switch 2 sales rose because there was no Switch 2 a year ago. PS5 still led unit and dollar sales in the month, per Circana, but PS5 hardware spending was down 17% versus last January and Xbox hardware fell 27%.

Screenshot from Call of Duty: Black Ops
Screenshot from Call of Duty: Black Ops

The uncomfortable observation the PR deck hoped you’d miss

Subscription growth looks clean until you remember what it’s covering up. When one revenue line grows fast, companies point to it as proof the business is healthy — and it can be — but that same growth can hide stagnating launch pipelines, falling platform engagement, or reliance on catalog refreshes (ports, price cuts, media tie‑ins). January’s top 20 was full of those maneuvers: Final Fantasy VII Remake shot up after Xbox Series and Switch 2 ports; Fallout 4 climbed back after media attention; Code Vein II cracked the PC top 20 on its debut. Those are deliberate, low‑risk revenue plays, not the same kind of market signal as a hot new mainstream hit.

Screenshot from Call of Duty: Black Ops
Screenshot from Call of Duty: Black Ops

The question nobody’s asking — are these subscriptions healthy?

“Subscriptions grew 23%” makes for a tidy headline. The useful follow‑ups are messier: who is subscribing, for how long, and what are they spending inside those services? A jump in subscribers is great; a rise in promotional discounting, heavy churn, or publishers offloading old back catalogues into the service is less great.

If publishers are leaning on subscriptions to offset weaker new‑release traction, the long‑term health of spend depends on retention and in‑app monetization — metrics Circana’s topline numbers don’t show. That’s the gap to watch.

Screenshot from Call of Duty: Black Ops
Screenshot from Call of Duty: Black Ops

What to watch next

  • February and March subscriptions: compare month‑over‑month active subscribers and reported ARPU in earnings calls — those will show whether January was a one‑off bump or durable growth.
  • Switch 2 sales cadence vs stock: is Switch 2 demand sustained or front‑loaded? Watch Nintendo’s and retailers’ commentary and month‑by‑month hardware dollars.
  • Publisher reports for Q4/Q1: do companies lean on subscription revenue in their guidance? Any mention of promotional tactics, bundling, or churn metrics is now material.

TL;DR

January’s modest revenue growth was real, but powered by non‑mobile subscription services rather than fresh hits. Switch 2’s first‑year comparison helped hardware look healthier than it is. The industry’s topline looks steadier on paper; the next questions are about retention, churn and whether publishers will keep using catalog shuffles to fill quiet months.

e
ethan Smith
Published 2/23/2026
5 min read
Gaming
🎮
🚀

Want to Level Up Your Gaming?

Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.

Exclusive Bonus Content:

Ultimate Gaming Strategy Guide + Weekly Pro Tips

Instant deliveryNo spam, unsubscribe anytime