WoW cancelers maintained more rival-gaming orders as retained subscribers pulled back
Observed rival-gaming orders per subscriber in the 180 days before and after each H2 2025 cancellation or comparable retained-subscriber date
Rival-gaming orders per subscriber
Source: YipitData U.S. e-receipt panel. Cancelers who stayed lapsed n=429; retained subscribers n=370. Retained dates used the same H2 2025 calendar distribution as cancellations. Microsoft and Xbox were excluded from the rival set.
Chart data
| Series | Rival-gaming orders per subscriber |
|---|---|
| Cancelers, after | 18.8 |
| Cancelers, before | 17.9 |
| Retained, before | 11.2 |
| Retained, after | 8.8 |
How broadly did each WoW cohort shop at tracked gaming competitors?
The share of cancelers with at least one tracked rival-gaming order rose from 59.9% before cancellation to 62.0% afterward. The retained cohort was nearly flat, moving from 51.1% to 50.8% around its comparable H2 2025 subscription date.
Where did WoW cancelers’ external gaming activity concentrate?
PC-storefront reach among cancelers rose from 48.3% to 52.2%, led by Steam and also including GOG and Humble Bundle. PlayStation reach fell from 17.9% to 14.9%, while Nintendo was nearly unchanged at 17.5% to 17.7%.
Assumptions & Methodologies
We analyzed our U.S. e-receipt panel for direct Battle.net World of Warcraft subscribers. Cancelers canceled from July–December 2025 and had no later active signal for at least 30 days. Retained subscribers were active then with no cancel or pause; their H2 2025 subscription dates matched the cancellation-date distribution. We compared orders 180 days before and after at Steam, PlayStation, Nintendo, Riot, Roblox, Ubisoft, GOG, Humble Bundle, Rockstar, and Twitch. Microsoft and Xbox were excluded because Microsoft owns Blizzard and its billing is not consistently gaming-specific. Receipt capture is incomplete, 47% of cancelers later resubscribed, and results are associational.
