6 bullish video game trends for 2019

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In this Friday, July 27, 2018, fans fill the arena as the stage is set for the Overwatch League Grand Finals' first night of competition, at the Barclays Center in the Brooklyn borough of New York. The Overwatch League is making a grand gamble: that its deep pockets and massive infrastructure can keep it atop the esports mountain even as Fortnite comes charging for the crown. (AP Photo/Terrin Waack)
Esports is poised to become a billion-dollar industry this year. Source: AP Photo/Terrin Waack

Despite estimates that the video game industry could see its first revenue decline since 1995, Morgan Stanley remains bullish on the $138 billion gaming industry for 2019.

The financial services firm said in a report published last week that it foresees six long-term trends playing out this year (and beyond), despite a series of “execution missteps, guide downs, delayed release timings, competitive fears and increased concerns about the hit-driven nature of gaming turned investor sentiment.” Shares of Activision Blizzard (ATVI), for instance, are down nearly 9% since the news in early January that game developer Bungie, behind the hit series “Destiny,” is ending its partnership with the Santa Monica, California-based publisher.

“There are no more ‘B’ titles — gaming is now a world of ‘As’ and ‘Ds,’” wrote Morgan Stanley (MS) Equity Analyst Brian Nowak, who points out that only the best content will prove successful.

To that end, here are six positive gaming industry trends Nowak sees playing out this year and beyond:

Recurring revenue streams will see steady growth

Over the last five years, game publishers have doubled-down on in-game purchases, online multiplayer services, and game subscriptions as a significant revenue stream, regardless of whether they’re a traditional game publisher and hit-maker like EA (EA) and Activision Blizzard or newer mobile-focused outfits such as Playlab Games, maker of games such as “Super Slam,” and “Cut the Rope” publisher ZeptoLab.

Morgan Stanley estimates that such features constituted roughly 25% to 45% of total console and PC spending since 2012 and will grow to nearly 70% of total console and PC spending by 2025. For publishers, those features translate to revenue stability over a longer, more sustained period of time — a significant change from just a decade ago, when the majority of gamers spent the vast majority of their money on games upfront to purchase content.

Competition among online game stores

Online distribution for games has become more competitive over the last 18 months. Late last year, for instance, Epic launched its online PC game store — a direct shot at services like Steam — with more generous revenue terms. (Epic takes a 12% cut of a game’s sales versus the standard 30%.) That’s making some waves. On Monday, game publisher Deep Silver announced its survival shooter “Metro Exodus” won’t launch on Steam, as its two predecessors have, and will launch on Epic’s game store instead.

Even Apple (AAPL) could get into gaming with a subscription service that would regularly charge to play a digital catalog of games. While details are scarce, an Apple gaming service wouldn't just be a juicy source of incremental revenue but a huge competitor.