
Game intel
Call of Duty: Black Ops 7
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…
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.
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%.

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.

“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.

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.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Gaming Strategy Guide + Weekly Pro Tips