The Epic Games Store has seen a strong increase in user numbers over the past six years, reaching an impressive total of 295 million users. However, third-party revenue has not grown at the same pace.
I mean defining “active users” is an inherently political choice in any metric. You’re ultimately choosing how to slice the data for analysis, so if you adjust your metrics on customers who only claim free games vs customers who actually spend money on the platform the data can tell completely different stories.
I suppose the point is, collecting the free games probably creates non-negligable costs for Epic, and how that looks on their released metrics is entirely up to how the data gets sliced
I mean defining “active users” is an inherently political choice in any metric. You’re ultimately choosing how to slice the data for analysis, so if you adjust your metrics on customers who only claim free games vs customers who actually spend money on the platform the data can tell completely different stories.
I suppose the point is, collecting the free games probably creates non-negligable costs for Epic, and how that looks on their released metrics is entirely up to how the data gets sliced