Video game revenue

Few industries have changed their revenue model as fast as video games: a game that once sold on a disc is now often a service, updated for years and earning most of its money from items bought inside it. Each change raises an IFRS 15 question about what the player is buying and when the publisher has delivered it. This guide explains how game sales, online services, virtual currency and in-game items are recognised, works through a launch and a quarter of in-game spending, and covers season passes, free-to-play games, platform fees, development costs and US GAAP.

By Muhammad Bilal, Chartered Accountant. Reviewed by Awais Jameel, Chartered Accountant. 4 minute read.

Short answer

Video game revenue under IFRS 15 depends on what the player is promised. A game that can be played on its own is a licence of software recognised when the player gets it, while online services such as multiplayer servers and live updates are recognised over the period they are provided; where the online features are so integral that the game and the service are one combined promise, the whole price is recognised over an estimated service period. Virtual currency is a contract liability until it is spent. Items bought with it are recognised when consumed, for consumables, or over the period the player is expected to use them, for durable items. Season passes are recognised over the season. In this guide's example, the same US$ 6 million launch produces first-quarter revenue of 2 million or 5 million depending on that judgement.

At a glance

Game playable on its own
Licence, at the point of sale
Online services
Over the service period
Integral online features
One obligation, over time
Virtual currency
Contract liability until spent
Consumable items
Revenue when used
Durable items
Over expected player life
Video game revenueGame playable on its own: Licence, at the point of sale; Online services: Over the service period; Integral online features: One obligation, over time; Virtual currency: Contract liability until spent; Consumable items: Revenue when used; Durable items: Over expected player life.KEY FACTS AT A GLANCEVideo game revenueGame playable on its ownLicence, at the point ofsaleOnline servicesOver the service periodIntegral online featuresOne obligation, over timeVirtual currencyContract liability untilspentConsumable itemsRevenue when usedDurable itemsOver expected player lifeTax BakersVideo game revenueGame playable on its own: Licence, at the point of sale; Online services: Over the service period; Integral online features: One obligation, over time; Virtual currency: Contract liability until spent; Consumable items: Revenue when used; Durable items: Over expected player life.KEY FACTS AT A GLANCEVideo game revenueGame playable on its ownLicence, at the point of saleOnline servicesOver the service periodIntegral online featuresOne obligation, over timeVirtual currencyContract liability until spentConsumable itemsRevenue when usedDurable itemsOver expected player lifeTax Bakers
Key facts at a glance, as set out in this guide.

What does a player buy?

A modern game purchase can include a licence to the game software, online services such as multiplayer matchmaking, servers and cloud saves, future content updates, and in-game currency or items. Under IFRS 15, the publisher identifies which of these are distinct performance obligations. A game with a substantial single-player mode that works without the publisher's servers delivers value on its own, so the licence is usually distinct from the online services. A game that is essentially an online service, where the player can do little without the publisher's servers and continuous updates, may be a single combined obligation. See media accounting and performance obligations.

Video game revenue: a launch with online services

A publisher sells 100,000 copies of a new game on 1 October, the start of a quarter, for net proceeds of US$ 60 each, 6,000 thousand in total. Players receive online multiplayer services, which the publisher expects to provide for about 9 months for a typical player. Consider two judgements. In the first, the online features are integral, so the game and the service are one obligation recognised over the 9-month service period. In the second, the game has a full offline campaign and is distinct, and 75% of the price is allocated to the licence based on standalone selling prices, with the rest recognised over the service period.

Revenue from the launch each quarter (US$ thousand)Revenue from the launch each quarter (US$ thousand)2,0005,000Launch quarter2,000500Next quarter2,000500Quarter afterOne combined obligationSeparate licence and online service
Whether the game stands alone decides how much revenue arrives at launch.

Under the first judgement, revenue of 2,000 thousand is recognised in each of the three quarters. Under the second, 4,500 thousand is recognised on launch day for the licence, plus 500 thousand a quarter for online services, so first-quarter revenue is 5,000 thousand. The same sales produce very different quarterly results, so publishers disclose the judgement and the estimated service period, which they review as player behaviour data comes in.

How is virtual currency accounted for?

Virtual currency, such as coins or gems bought with real money, gives the player a right to future items, so the cash received is a contract liability. Revenue is recognised when the currency is spent and the publisher delivers the items, according to the type of item. Currency that players are expected never to spend is breakage: if the publisher expects to be entitled to it, it recognises it in proportion to the pattern of spending; otherwise only when the chance of spending becomes remote.

A quarter's in-game spending, US$ thousandCash receivedRevenueContract liability
Coins spent on consumable items, such as boosts and extra lives, used at once6006000
Coins spent on durable items, such as character skins, kept while the player plays; expected player life 12 months, average 1.5 months used by quarter end18022.5157.5
Coins not yet spent1200120
Total900622.5277.5

Durable items are recognised over the period the publisher expects to provide them, usually estimated from how long paying players keep playing, so only 22.5 thousand of the 180 thousand spent on them is revenue by the quarter end. See breakage on unused tickets for how breakage works.

How are season passes and free-to-play games treated?

A season pass or battle pass gives access to rewards released over a season, so its price is recognised over the season. Free-to-play games earn no revenue from the download; their revenue comes from in-game purchases, recognised as above, and from advertising shown to players, recognised as the adverts are shown. Downloadable content sold separately is recognised when it is made available, or over time if it is itself a continuing service. See advertising revenue.

How are platform fees treated?

Games are sold through console stores, PC storefronts and mobile app stores, which keep a share of the price. The publisher decides whether it is the principal in the sale to the player, reporting the full price as revenue and the platform's share as a cost, or whether the platform is its customer, reporting only the net amount. The answer depends on who controls the game before it reaches the player, who sets the price and who is responsible for the game working, and can differ between platforms. See app store revenue.

How are game development costs treated?

Under IAS 38, development costs are capitalised once the six development criteria are met, including technical feasibility, and amortised from release, often over a short period because sales are concentrated around launch. Practice varies widely: some publishers capitalise most of a game's development, others conclude that the criteria are met only late in development and expense most costs. See software and cloud costs.

How does US GAAP differ?

ASC 606 applies the same principles, and several large US publishers recognise revenue from games with integral online features over an estimated service period. Development costs are capitalised under ASC 985-20 only after technological feasibility is established, which for games is often close to release, so US publishers typically capitalise less than many IFRS reporters. See content library amortisation.

Need help applying the standards?

Our Chartered Accountants help finance teams and students apply IFRS and US GAAP to real transactions.

Questions people ask

When is revenue from a video game sale recognised?

At the point of sale for a game that is a distinct licence; over an estimated service period where the game and its online features are one combined obligation.

How is virtual currency accounted for?

As a contract liability until it is spent; revenue then follows the items bought, with expected breakage recognised in line with spending.

When are durable in-game items recognised as revenue?

Over the period the publisher expects to provide them, usually based on how long paying players keep playing.

Are app store fees deducted from game revenue?

It depends on whether the publisher is the principal in the sale to the player; if it is, revenue is gross and the fee is a cost.

Sources

Every fee, date and rule on this page was taken from these official and primary sources.

  1. IFRS Foundation: IFRS 15 Revenue from Contracts with Customers
  2. IFRS Foundation: IAS 38 Intangible Assets
  3. FASB Accounting Standards Codification: Topic 606, Revenue from Contracts with Customers
  4. Financial Accounting Standards Board: Revenue recognition
  5. FASB Accounting Standards Codification: Subtopic 985-20, Software: Costs of Software to Be Sold, Leased, or Marketed

Rules and fees change. If you are reading this long after October 10, 2026, confirm the figures with the source before you rely on them.

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This guide is general information. It is not tax or legal advice for your situation.