Virtual casino increased GTA Online revenue by 23%
The online casino increases the profits made from GTA Online. At least a fifth of increases, and that's knowing that people were already spending a lot of money there.
Many fans of GTA 5 were looking forward to the opening of the online casino, which was delayed by legal problems in different countries, many of which do not have access due to laws against online gambling or not having permissions. That has not prevented it from being a success in terms of players, and now it is seen that it is also successful in terms of income.
GTA 5 casino gives money like a real casino
Recurring consumer spending, the metric Take-Two Interactive uses to track in-game spending on things like premium currencies, as well as digital game content and goods, rose 23 percent to a new record for GTA Online in the months. after the Diamond Casino & Resort update. Take-Two Interactive, the parent company of Rockstar Games, mentioned the increase in spending in a recent conference call, although no specific figures were mentioned beyond that percentage of revenue that has been generated.
CEO Strauss Zelnick called GTA Online’s casino update, which launched in July, the game’s biggest content release “delivering record player engagement across daily, weekly and monthly active users in July, and then again in August.”
Players cannot directly spend real world money on digital chips for gambling in the GTA Online casino, so they have to buy virtual money for the game which can then be exchanged for casino chips. That extra step, and the fact that players cannot withdraw the winnings from the game and convert it into real money is what does not make it real casinos according to the laws of many countries. But that slight distinction hasn't stopped the casino from being restricted in certain countries.
For the company as a whole, recurring consumer spending was up 39 percent year-over-year and “significantly exceeded” Take-Two’s expectations. That growth was led by virtual currency sales from NBA 2K, GTA Online, and Red Dead Online, as well as content sales from Borderlands 3. Specific numbers for recurring consumer spending were not provided but the company estimated the figure to be closer to $317 million in revenue.
Source: Gamasutra

