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EPISODE · Jul 20, 2026 · 10 MIN

How Game Studios Use Virtual Concerts to Drive Engagement

from Gaming Business with Fexingo: Studios, Publishers, and Interactive Entertainment Companies · host Fexingo

In this episode, Lucas and Luna explore the growing trend of in-game virtual concerts. They dive into how Epic Games turned Fortnite into a live-event platform, attracting 12 million concurrent players for Travis Scott's Astronomical tour in 2020. The hosts discuss the economics behind these events, including revenue from ticket sales, virtual merch, and brand partnerships. They also examine how other studios, like Roblox Corporation and Activision Blizzard, are adapting similar strategies for their own games. Lucas breaks down the production costs, which can rival real-world tours, and Luna questions whether this model can sustain long-term engagement beyond novelty. Specific numbers include the $20 million production cost for Fortnite's event and the 33% boost in daily active users Roblox saw after its Lil Nas X concert. The episode offers a concrete look at how virtual concerts are reshaping player interaction and monetization in the gaming industry. #VirtualConcerts #Fortnite #EpicGames #TravisScott #Roblox #LilNasX #ActivisionBlizzard #GamingBusiness #LiveEvents #Monetization #PlayerEngagement #Metaverse #BrandPartnerships #DigitalMerch #BusinessAndTechnology #GameDev #FexingoBusiness #BusinessPodcast Keep every episode free: buymeacoffee.com/fexingo

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How Game Studios Use Virtual Concerts to Drive Engagement

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This episode was published on July 20, 2026.

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