Greg Peters
Analyst · Loop Capital
Okay, so a lot there. I'd say, we've learned quite a bit and made some good early progress since we've launched games. We've, of course, launched a bunch of games, with some highlights amongst them, the critically acclaimed OXENFREE II stands out. Certainly Grand Theft Auto where we drove tens of millions of downloads. We've got fan favorites based on Netflix IP, things like Too Hot to Handle, Emily in Paris, Selling Sunset, and to our latest big release Squid Game: Unleashed, which we really think validates our Netflix game formula, which is enabling this virtuous cycle between linear content and simultaneous game offerings. And we are just scratching the surface today in terms of what we can ultimately do in that space. But we already see how this approach not only extends the audience's engagement with the universe and a story, but also creates a synergy that reinforces both mediums, the interactive and the non-interactive side. So, based on all of those learnings, and under the leadership of Alain Tascan, we continue to refine our strategy. And we're going to be focusing on more narrative games based on Netflix IP. These are consistent fan favorites, and we've got a lot in the library to work with there. We'll also be introducing party and couch co-op games on the TV delivered from the cloud. We think of this as a successor to family board game night or an evolution of what the game show on TV used to be. So, we're excited about delivering some cool experiences in that space. We'll deliver games for kids. This is no ads, no in-app payments. It's a safe space for kids, just included with your subscription. And of course, we want to do more recognizable mainstream titles, whether that is licensed titles like GTA, and we're going to have more of those big licensed business titles to come that we're looking forward to, as well as homegrown titles based on our IP like Squid Game: Unleashed, which I'll just reiterate, Squid Game: Unleashed reached #1 in action games in the app stores in 107 countries. It's on pace to become our most downloaded game. And so, to your question about impacts on the subscriber side, we already see positive impacts in acquisition and retention from our game playing members. Now, those effects are relatively small currently, but frankly so is our investment in games relative to our overall content budget. And we're going to stay disciplined about scaling that investment as we see continued scaling and member benefits. So, to try and summarize, there's plenty more to do in this space, but we're breaking into a whole new content category, which by the way, drives approximately 140 billion in consumer spend ex-China, ex-Russia, and not even including the ad revenue. So, we're iteratively showing our members that we are a place to discover and play games and we look forward to continuing to launch bigger and bigger games every year.