This week, between the chaos and disturbance of the Microsoft’s clean Xbox roofs, perhaps it is easy to ignore the fact that another warning lights on the wider industry dashboard have just begun to shine quietly.
According to Sarana Market data Wall Street JournalSpending on video games among young US consumers is falling strictly, with an average weekly spending, a year decreases a quarter of a year.
This is part of the overall belt tightening in the population group of 18-24, but in terms of cost reduction, the game is the most severely affected segment-and in some other fields of discretionary costs such as electronics and sports equipment, the cost of old groups has increased, which has lost some of the less than a few of them.
It is an indispensable tightening of the belt, and it is expected that the demand will soon be a recession.
In the last five years, revenue in the United States has increased significantly during the period of inflation, but the increase has been rarely distributed and many workers have seen a decrease in their original income as the price increase eliminates their income and then some.
This situation is even worse in some places outside the United States that have seen similar inflation, but without such wages, the number of US consumers’ debts means that many of its citizens do not have much financial headrooms to deal with such income. Therefore, the belts were tightened, the budget was checked which can be cut – and this time, it seems that there are players on the cutting block.

I have written earlier that this recession, should it be implemented, primarily the first “real” recession to experience the sports business. In the previous strict economic hours, the strongest primary growth of the industry has overcome the wider economic climate – when you are adding new consumers every year, the overall downturn in costs is very low.
Even if most people have been common about sports for decades, have stopped repeating the “recession -related” mantra, you can see the economic shock at the late 2000s, which is a good example of how pleasant the sports business was overall. Although the rest of the world is struggling with the end of the financial crisis, the smartphone gaming boom was only entering the phase of its alkali growth.
This time, there is no new sector to go to us – but perhaps the more disturbing fact is that it seems that consumers have also succeeded on the second great superpower of the video games in recession, namely their value.
For decades, there has been a very good argument for making sports in strict financial times: a video game console, gaming PC, or even a video game itself may not be necessary, but when you consider this cost of hours, it is the best of any kind of entertainment.
This is a simple and effective argument that has seen that many users spend on video games until they retreat the category of their other discretionary expenses.
It seems that users have also suggested their value of video games, ie their value.
The fact is that Sarana’s data shows that now the opposite thing is occurring among the underage consumers, which is a really serious warning sign that the industry should not be neglected, especially if we begin to see certification from other data sets in the coming months.
The problem here is especially particularly tough as it is a problem of rhetoric and icon. It is not accidental that sports are facing especially severe difficulties than in other consumer sectors, when a story about sports expensive and high cost has reached a fever pitch.
Consumers after an example of money for a negative price for example and for example: Consoles not only fail to reduce the price as age, but also in fact collide with the price. PC graphics cards are rapidly rising prices despite a rapid offering of minor annual upgrades. And of course, the stable drum of the AAA Games ranges from $ 60 to $ 70 to $ 80, with whispers of which GTA 6 can also experience with a price of $ 100.

Of course, there is a technical argument for why all this has happened – I’ve made in this column earlier, and it is technically fine, which is unfortunately the worst kind of right.
Yes, the price of sports is actually lower historically in the adjoining terms of inflation: Inflation in consumer prices has increased the relatively fired cost of sports software and hardware to a greater extent than that any of the industry prices has been able to maintain its pace. Today, the price of a game or console is significantly lower in these terms compared to the 1990s or the 2000s.
Technically, the value of money has never been good. Technically
This is a technical truth that makes it feel real if you are running a company in the sports business and looking to increase your costs while the unit prices you can sell are unable to maintain faster. However, this is not a truth that feels real from far away if you are a user – and when the industry execution and the spokesperson (and the columnist, I think) there is no doubt that it is very little job to identify it, but things have to be worsened.
Selling things to people – especially fully discretionary things like video games – this is all how you feel them, which means that winning the debate with your customers on disturbing technicality is hollow. Enjoy being technically fine, as you just lost the user.
The thing that was used to protect sports from recession, realizing that they were an incredibly cost -effective form of entertainment, is the heel of the sector.
In fact, if you dig this economic argument, it is not even a technical slim sting. Many people’s salaries, especially young people, in fact either inflation, are not intact, so the “adjusted inflation” is a slightly misleading calculus.
The thing we are actually talking about is “which part of the average person’s disposable, discretionary income is at that cost”, and inflation in accessories has in fact reduced this discretionary income to many people. In addition, the widespread savings of decades of real income is that it is widely separated from residential expenses that global trade has dramatically reduced the cost of many goods, which was previously seen as luxury, such as consumer electronics.
To break this trend for sports and to try to place yourself at their old prices, there was always an irreversible and highly emotional reaction, against which all the arguments about inflation economics are completely useless.
It would be very difficult to find a way about this problem, and in two words, some companies are not going to make it. These figures have indicated that not only will the industry be caught up in the cost of incoming consumers, it is one of the places where the hammer is the most difficult-with the thing used to protect sports from recession, instead of the time they are in a sense of fun.
Regardless of the comparison of historical price, sports are now considered expensive, and this belief is the one that will advance the consumer’s choice as they choose to cut the expense in difficult times. Some of the largest companies (but not all), a powerful brand will give them the cost of cost-but for many other companies, the key path to keeping this reduction alive can lie in finding ways to flexively around prices in the coming years.