In the most literal sense, streamers, reviewers and gamers alike have taken to Diablo Immortal like the coming of the Devil itself. One word underpins the game’s release for the vocal minority of Twitch Streamers….”microtransactions”.
It’s easy to misinterpret the game as being a complete disaster; a feedback flop (it’s certainly NOT a financial flop) – but this disaster narrative is nothing more than Witch chatters and True. The Internet is a peculiar Matryoshka Doll of echo chambers…the smaller the doll, somehow, the louder the residents.

It goes without saying, the biggest doll, despite its size, makes the least noise. Why? They’re busy paying and playing baby! Arguing on Twitter and writing posts that would have you think Activision Blizzard has wrong their family for generations and personally ruined their life is the last things on tje
Well, that’s a $75+ billion industry, with over 50% of its occupants aged 45-54, and over 60% of which are female. Not the 18-35 male audience you might expect to dominate this space.
The loudest minorities reside somewhere between Twitter and The Streamer-sphere…with plenty of crossover between the two. If you consume streams and tweets every day, you wouldn’t be blamed for thinking that the majority of people hate Diablo, hate microtransactions, and give the slightest f**k what the likes of Asmongold have to say…that’s the echos of the few reverberating around your chamber.
Mobile Games Are Expected to Occupy 57% of The Gaming Industry in 2021
If mobile games occupy the majority of the gaming industry, not only do the “elite” vocalists reside within the minority of the gaming industry overall, and furthermore, they reside in a tiny bubble of their share of the industry, their views on Diablo Immortal are somewhat irrelevant. They says “vote with your wallet”, but since the likes of Rich Campbell and Asmongold have taken to allocating some of their millionaire statuses to spending thousands of dollars on stream in these “pay to win” games, one can only surmise they’re voting FOR the reviled concept of pay to win.
Of course, that’s an over-simplification, and even their thousands are a drop in the ocean; the game would thrive with or without their pittance contribution to the billion(s) dollar industry – but it leaves an already meekly-armed audience (financially, and influential) with little say on the matter, in a confused state. Is their viewership supporting the mass spending which is then propping up the thing that’s touted as being evil?
I don’t believe there are any clear-cut or black and white answers; I do believe each there are far more questions than answers though. The ultimate question is, do any of the questions matter? A “shut up and play” policy might save everybody a lot of time – the only currency that really matters.
Full disclosure, I’m a university games programming graduate that ticks many stereotype geek boxes this is as objective as I can be, fully aware that I too reside in the hardcore gaming minority spaces – I’m not deafened by the echoes though; as a marketer, it’s imperative that I understand and appreciate the difference between volume and value. Loud volume doesn’t equate to value. It can incite a sense of righteous crusading, a belief in ‘fighting the good fight, but the only battle of any significance takes place on a graph with sales figures which are either going up or down.
Which doll do you think makes the biggest impact on that graph? That would be the people that don’t argue about games on Twitter, barely engage with Twitch, and don’t think twice about buying super legendary heroic upgrade crates.
Key Mobile Gaming Statistics 2022
These are gratefully borrowed from https://earthweb.com/mobile-gaming-statistics. They have taken the time to compile their sources at the footer of the post; huge respect to them for that. Do check out the post; if you’re a PC gamer, it might surprise you to learn how minuscule of a segment of the gaming market that you actually occupy.
Key Gaming Industry Statistics 2022
- The global gaming industry is now worth more than $300 Billion.
- There are 2.9 Billion players active worldwide.
- The Asia Pacific gaming industry reached a revenue of 72.2 billion US dollars.
- Players spent $4.5 billion on VR games in 2020.
- Nintendo valued at $85 billion as the biggest video game company.
- Razer plans to invest $7.2 million in Singapore.
- Japan has more than 70 million players.
Sources
- BusinessWire.com: Global Mobile Gaming Market Report
- Earthweb.com: Mobile Gaming Statistics