Netflix Releases New The Conjuring Game, But How Many People Actually Play?
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- Netflix mengumumkan game horor The Conjuring: Unspoken yang akan dirilis 13 Oktober, menandai ekspansi ambisius ke ranah cloud gaming.
- Meski memiliki 325 juta pelanggan global, Netflix enggan mengungkap jumlah pemain game-nya, dengan laporan 2023 menyebut hanya 1% pelanggan yang bermain setiap hari.
- Strategi cloud gaming dan game kasual seperti Boggle dan Pictionary menjadi taruhan Netflix untuk mempertahankan keterlibatan pengguna di tengah persaingan streaming yang ketat.

Netflix is once again expanding its reach into the gaming industry by announcing the release of The Conjuring: Unspoken on October 13. Adapted from the The Conjuring universe, this horror game places players in an abandoned English pub, using a phone as a paranormal investigation tool to make decisions that determine the storyline. Yet behind this announcement, a fundamental question arises: how many Netflix subscribers actually play the games offered by the streaming giant?
Netflix has never been shy about touting its subscriber numbers. By the end of 2025, the platform recorded 325 million subscribers worldwide—a figure far surpassing its rivals in the streaming industry. However, when it comes to games, Netflix tends to stay quiet. The only metric they have ever disclosed was a claim last June that the number of monthly active players for its cloud games had grown 11-fold since October 2025. Unfortunately, the exact growth figure was never published, making it difficult to assess how significant its impact has been on the overall user base.
Netflix's journey in the gaming industry began in 2021 with big ambitions. It acquired a number of indie studios, but later shut them down due to what it deemed lackluster interest. In 2023, a report revealed that only 1% of Netflix's total subscribers played games daily. Although 1% of hundreds of millions of subscribers is still a large number, it was not enough to justify the massive investment two years after the project began. Since then, Netflix has shifted its focus to cloud gaming—games that require no download—with an emphasis on social and casual titles such as Boggle, Pictionary, and LEGO Party that can be played on TV using a phone as a controller.
"Cloud gaming remains part of the company's future in a post-console world," said Netflix Co-CEO Ted Sarandos, as quoted from his statement.
Sarandos's statement reflects a belief that the traditional console market is facing challenges, though it cannot yet be declared dead. Netflix's strategy appears aimed at increasing user engagement within the app—not just watching films or series, but also playing games. As a result, subscribers are expected to spend more time in the Netflix ecosystem, which in turn can reduce churn rate and strengthen loyalty.
However, the challenges Netflix faces are not small. The global gaming market is dominated by major players such as Sony, Microsoft, and Nintendo, as well as PC platforms like Steam. Netflix must compete not only in terms of content, but also in user experience and technology. In addition, the cloud gaming model requires robust server infrastructure and a stable internet connection, which is not evenly available in all regions, including Indonesia. In Indonesia itself, cloud gaming services are still relatively niche due to bandwidth and latency limitations. Nevertheless, high smartphone penetration and growing internet users present a long-term opportunity. If Netflix can deliver games that are lightweight and easy to access, it is not impossible that it could attract Indonesian users who enjoy playing casual games on their phones.
The question of how many people actually play Netflix games may not be answered anytime soon. Netflix tends to publish figures only when they are impressive enough to boast about. Meanwhile, The Conjuring: Unspoken will be the next test: can this horror game draw attention beyond just loyal fans? Or will it sink like the dozens of other titles that came before it? What is clear is that Netflix does not appear ready to abandon its ambitions in gaming, even though the road to success remains long and winding.



