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Buried in a routine quarterly letter to shareholders, Netflix wrote a sentence no streaming executive was supposed to write. Not that it was losing to HBO, or Disney, or Amazon. It wrote: 'We compete with (and lose to) Fortnite more than HBO.'1 That line, filed in January 2019, is the whole story in one breath. Netflix had stopped thinking of itself as a video company fighting other video companies. It had started measuring its real enemy: the hours of your evening, no matter what was eating them.

The official story is that Netflix decided to become a games company. It is the wrong story. Netflix did not move into gaming to make games - it moved into gaming to make sure nothing else was making off with the attention it had spent twenty years and tens of billions of dollars capturing. The games are real. The motive was a fence.

We compete with (and lose to) Fortnite more than HBO.1
Netflix, Inc.From its Q4 2018 shareholder letter

The enemy was the gap, not the rival

A subscription business has one quiet killer: the empty stretch. You finish a season, there's nothing new for months, and your thumb starts wandering to another app. That wandering is where cancellations are born. Netflix's own framing of why it built games was almost embarrassingly plain - games are 'a strategy to keep subscribers engaged in between seasons of their favorite shows.'3 Read that again. Not to win the games market. Not to open a revenue line. To occupy the gap. The strategic problem wasn't Fortnite the product; it was the silence between episodes that Fortnite could fill. Gaming was the patch over that hole.

This is also why the games cost nothing extra. They are bundled into the standard subscription, with no separate charge - which only makes sense if the goal is to make leaving feel slightly more expensive, not to sell anything new. A feature you give away for free isn't a business. It's a moat. And the moat Netflix wanted was around the decision to cancel.

The official storyWhat the structure says
The goalBecome a games companySuppress churn between seasons
How it's soldA new growth frontierBundled free, no separate charge
What it competes withOther game publishersThe empty gap in your evening
Success measured byGame revenueWhether you stay subscribed
Two readings of why Netflix entered gaming

Netflix had been edging toward this for years

The 2021 hire of a games-development VP from Facebook, reporting to Netflix's COO, looked like a beginning.2 It wasn't. Netflix had been testing the same instinct for years: a Stranger Things mobile tie-in back in 2017, then the choose-your-own-path interactive film Black Mirror: Bandersnatch in 2018.8 Both were experiments in the same direction - turn passive watching into something you do, something that holds you a little longer. What changed in 2021 wasn't the idea. It was the decision to formalize it into a division, with a budget and an org chart, and to bundle real mobile games into the app at no charge.2

Five years in, almost nobody is playing

Here is where the defensive bet meets the scoreboard. By September 2023, Netflix games drew about 2.2 million average daily users.4 Against roughly 247 million subscribers, that is under one percent playing on any given day - and that's after the game library had tripled.4 Daily players had peaked at 2.7 million in January 2023 and sagged to 1.45 million by March.4 The much-quoted 'tripling' of engagement was tripling off a sliver. Netflix wasn't building a flywheel; it was bouncing along a floor. A fence is only worth building if people are inside it, and almost no one had walked in.

<1%
of Netflix's ~247 million subscribers played its games on an average day in September 2023 - even after the library tripled4

The deeper problem is what the games are up against. Netflix's core product commands roughly two hours of viewing per paid membership per day.5 That's the bar. A mobile puzzle game launched from the same app has to pull attention away from a two-hour-a-day habit the company spent a fortune engineering. The fence was being built right next to a wall that already worked. No wonder the people on the other side rarely climbed over.

2017
First gaming-adjacent move8
A Stranger Things mobile tie-in game - the instinct, years before the division.
Jan 2019
The Fortnite line1
Netflix tells shareholders it competes with, and loses to, Fortnite more than HBO.
Jul 2021
The division is formalized2
Netflix hires a VP of Game Development and starts bundling free mobile games.
Sep 2023
Still crawling4
~2.2M daily players against ~247M subscribers - under 1%, even after the library tripled.
Mar 2025
The architect departs7
The gaming strategy's lead leaves, after a games-industry veteran is brought in as President of Games.

Isn't it too early to call it a miss?

The fair objection is that gaming is a marathon and Netflix is still early - it has even started describing gaming as a 'new growth initiative' in its filings, alongside advertising.5 Building a games operation takes a decade, the argument goes, and judging it at five years is impatient. There's truth in that. But two signals cut against the optimism. First, the strategic restlessness: Netflix brought in a games-industry veteran as President of Games in 2024, and the executive who architected the original push - having cycled through three different titles - left the company in March 2025.7 That's not the rhythm of a confident bet compounding; it's the rhythm of a reset.

Second, and more telling: the urgency that justified the fence has faded. In 2024 Netflix posted $39 billion in revenue, up about 16%, on roughly 278 million average paying memberships.6 The core machine is healthier than it was when it confessed to losing against Fortnite. A churn hedge matters most when churn is the threat. When the wall is holding fine on its own, the fence beside it stops looking like insurance and starts looking like a hobby that hasn't earned its keep.

When you expand to defend, name the real metric

Adjacency moves come in two flavors that look identical from the outside: the bet that's meant to become a business, and the bet that's meant to protect one. Netflix's gaming push is the second kind - a churn hedge dressed in product clothes. The trap is that defensive bets get judged by offensive yardsticks. Game downloads and player counts feel like the scoreboard, but they aren't: the only number that matters for a retention play is whether the people who play are less likely to cancel. If you launch an adjacency to defend the core, measure the defense - not the adjacency. Otherwise you'll either celebrate a 'tripling' that's tripling off nothing, or kill a feature that was quietly doing its one real job.

Netflix didn't move into gaming because it wanted to make games. It moved in because it had glimpsed its true competitor - not a network, but the entire economy of attention - and games were the cheapest available wall to throw up in the gaps. The instinct was sound. The execution, five years on, is a fence almost nobody stands behind, defending a wall that no longer needs much defending. The lesson isn't that adjacency is folly. It's that a hedge has to be priced against the thing it hedges - and when your core grows into a $39 billion fortress, the moat you dug for it can quietly become beside the point.

Take it with you — The Adjacency Expansion
Canvas

Adjacency / Synergy Map

A one-page canvas for an adjacency play: the new business next door, the shared assets that justify entering it, the synergies that actually transfer versus the ones that evaporate on contact, and the dis-synergies nobody put on the deck. Blank to test your own expansion; filled as the worked example showing where the story's 'natural adjacency' was real and where it was wishful.

Blank template

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Sources

Where this comes from — the filings, records, and reporting behind it.

  1. 1
    Primary · SEC filingDocumented
    Netflix's Q4 2018 shareholder letter contains the verbatim line 'We compete with (and lose to) Fortnite more than HBO,' establishing gaming as an attention competitor predating the formal gaming division by ~3 years.
  2. 2
    PublishedWidely reported
    Netflix hired Mike Verdu from Facebook (where he was VP of AR/VR content) on July 14, 2021, as VP of Game Development, reporting to COO Greg Peters, to formally launch the Netflix gaming division. Games were to be included at no extra charge.
  3. 3
    PublishedWidely reported
    Netflix's stated rationale for gaming, as of 2021 launch, was that 'games are a strategy to keep subscribers engaged in between seasons of their favorite shows' — a churn and retention rationale, not a standalone revenue play.
  4. 4
    PublishedWidely reported
    As of September 2023, Netflix games had ~2.2 million average daily users and ~70.5 million total downloads — less than 1% of Netflix's 247.15 million subscribers playing daily, even as the library tripled. Daily users peaked at 2.7 million in January 2023 and dipped to 1.45 million in March 2023.
  5. 5
    Primary · SEC filingDocumented
    Netflix's Q3 2024 SEC shareholder letter (Form 8-K) explicitly lists gaming as a 'new growth initiative' alongside ads, and confirms ~two hours per day average engagement per paid membership for its core video product — the baseline gaming must compete against.
  6. 6
    PublishedWidely reported
    Netflix reported full-year 2024 total revenues of $39.0 billion (up ~16% YoY), with 277.7 million average paying memberships — the core business scale that makes gaming financially immaterial as a standalone contributor.
  7. 7
    PublishedWidely reported
    Mike Verdu, the architect of Netflix's gaming strategy, left the company in March 2025 after cycling through VP of Game Development → VP of Games → VP of Gen AI in Games. Alain Tascan (ex-Ubisoft, EA, Epic) had already been hired as President of Games in 2024, signaling a strategic reset.
  8. 8
    PublishedWidely reported
    Netflix's earliest gaming-adjacent moves predate the 2021 formal launch: a Stranger Things mobile tie-in game in 2017 and the interactive film Black Mirror: Bandersnatch in 2018. The 2021 milestone was the formal division launch, not the origin of gaming activity.
Netflix Didn't Build a Games Company. It Built a Fence Around Your Attention. | Stratrix