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Sega discovers its biggest fans often skip the actual games

By Tech Desk · 2026-09-09 · 2 min read
A stylized video game controller resting on a wooden desk next to a stack of colorful merchandise boxes
Illustration: Tradingbird

Sega executives report that a significant portion of their most engaged audience interacts with their brands through streaming and merchandise rather than playing the software.

Sega has revealed that its most passionate supporters are frequently not playing its video games. Shuji Utsumi, the company's president and COO, stated that a large segment of the audience for the Yakuza series engages with the brand without ever touching a controller. This group interacts with the intellectual property through secondary channels, creating a fan base that operates independently of traditional gaming habits.

According to reports from PC Gamer, Utsumi explained that sixty to seventy percent of Yakuza merchandise buyers are women who discovered the franchise through YouTube streams and social media content. These individuals have built a strong connection to the characters and narrative without owning the software. Sega now views these non-players as legitimate fans, noting that their engagement levels can sometimes exceed those of active gamers.

Streaming drives new audience growth

The shift highlights the power of live streaming in expanding game reach. Viewers often develop an emotional investment in a title after watching others play, leading them to purchase related items or follow the story. This creates a wider entry point for the brand, allowing it to reach people who might not typically buy video games. The company is leveraging this dynamic to build a broader community around its properties.

Merchandise becomes the primary product

Sega is adapting its business model to prioritize these secondary revenue streams. Utsumi cited the example of a character eating a beef bowl in Yakuza, noting that such a scene can drive sales of food-related merchandise. This approach treats the game world as a foundation for various consumer products rather than just a digital experience. It reflects a broader industry trend where intellectual property value is derived from multiple media formats simultaneously.

Redefining the gamer identity

This strategy challenges the traditional definition of a gamer. By including those who consume content passively, Sega acknowledges that modern fandom is diverse and not limited to active participation. The trade-off is a potential dilution of the core player base, as the company focuses on maximizing brand visibility across all platforms. However, the financial benefits of this expanded audience appear to outweigh the risks for the publisher.

Based on reporting by GN technics/gaming (en-US), compiled by the Tradingbird desk.

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