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Home » Gaming

In-Game Purchases Statistics 2026: Spending, Players and Rules

Published on: March 2026 • Last Updated: October 5, 2026
Robert A. Lee
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In-Game Purchases Statistics Spending Players and Rules
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This report has been updated 2 times. Last updated on October 5, 2026

  • Sep 2026: Replaced every figure with primary-source data through September 2026 from ESA, Circana, Ukie, company filings, FTC and European Commission releases and peer-reviewed research, 18 source excerpts in total.
  • Sep 2026: Added restated U.S. spending for 2025 ($52.4 billion on content) and the ESA's 2026 in-game purchase rates by generation.
  • Sep 2026: Added publisher filings: Take-Two recurrent consumer spending at 84% of net revenue, EA live services, Ubisoft player recurring investment and Roblox Q2 2026 bookings.
  • Sep 2026: Added loot box compliance research, FTC Fortnite and Genshin Impact enforcement amounts and the EU KIDS Act proposal of September 2026.
  • Sep 2026: Replaced market-size projections and country-level figures from the previous version, which could not be traced to a primary source, with 13 sourced data tables.

Most Gen Alpha (69%), Gen Z (78%), and Millennial (67%) players have purchased in-game content, typically spending $20 per month (median), according to the Entertainment Software Association’s 2026 Essential Facts report. The final 2025 numbers are $60.8 billion in total U.S. consumer spending on video games, with $52.4 billion on content, a category that counts downloadable content and microtransactions alongside full games and subscriptions. Those two figures anchor the in-game purchases statistics below.

Publishers now book most of their revenue from that spending. Recurrent consumer spending accounted for 84% of Take-Two’s total GAAP net revenue in the quarter ended June 30, 2026. The figures below track who pays, how much the largest publishers depend on in-game sales, where growth is slowing, and how regulators in the U.S., UK, and EU are responding.

Key Takeaways

  • Net Bookings from recurrent consumer spending decreased 1% and accounted for 84% of Take-Two’s total Net Bookings in fiscal Q1 2027.
  • Electronic Arts’ net revenue attributable to extra content was $4,170 million, down from $4,421 million two years earlier on a trailing twelve-month basis.
  • PRI net bookings reached 59.1% of Ubisoft’s total net bookings in Q1 2026-27, up from 53.9% a year earlier.
  • Roblox’s bookings growth of 8% landed at the low end of its guidance range, reflecting a decline in per-hour monetization, most notably with younger cohorts in the U.S. and Canada.
  • IAP revenue from non-gaming apps surpassed games for the first time, while games saw 1.3% growth in 2025.
  • None (0.0%) of the UK’s highest-grossing iPhone games with loot boxes sought explicit parental consent before enabling loot box purchasing by under-18s after the industry’s self-regulation took effect.
  • Nearly all (93%) parents who purchase in-game content for their children require approval for those purchases.

Editor’s Choice

  • U.S. spending forecast: Circana projects U.S. video game industry spending to rise 3% to $62.8 billion in 2026.
  • Global mobile IAP: $167 billion in 2025 across iOS and Google Play.
  • Mobile game IAP: approaching $82 billion in 2025.
  • EA live services revenue: $1,472 million in the quarter ended June 30, 2026.
  • UK consumer games spend: £8.76 billion in 2025, a 7.4% increase.
  • Fortnite refunds: nearly $200 million issued to consumers by June 2025.

U.S. Video Game Spending on Content, Hardware and Accessories

  • Circana and Sensor Tower restated spending figures in March 2026, moving the 2025 total from the $60.7 billion first published to $60.8 billion.
  • Content growth was driven by a 20% spike in subscription services and continued growth in mobile, which rose 1%.
  • Hardware and console sales increased 9%, while accessory sales decreased 7% in 2025, a split the console market share data helps explain.
  • Total spending in 2025 was the second highest in U.S. history, trailing only 2021’s $61.7 billion.
  • Circana ties its 2026 outlook to the second year of Nintendo Switch 2, unprecedented anticipation for Grand Theft Auto VI, and continued strength in subscription-based content.
Category2024 ($ billions)2025 ($ billions)
Content51.752.4
Hardware4.95.4
Accessories3.22.9
Total59.960.8

Source: Entertainment Software Association, Circana and Sensor Tower, 2025 (2025 figures restated March 2026)

About This Data

  • Compiled from 18 sourced figures: 10 from primary sources (company filings and earnings releases, FTC and European Commission documents, peer-reviewed research) and 8 from industry research (ESA, Circana, Ukie, Sensor Tower and a Ubisoft release distributed by GlobeNewswire).
  • Publication window: December 2024 to September 2026, with one 2020 parent survey labeled by year.
  • Only primary or first-party data qualified, and figures are reviewed on a rolling basis as sources publish new editions.
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In-Game Purchases Statistics by Generation

  • The ESA’s survey was conducted in partnership with YouGov, and the average age of players rose to 37.
  • A majority of players (63%) report that video games deliver the most entertainment value for their money, ahead of streaming services, books and news.
  • Players who have purchased in-game content are typically spending $20 per month (median), which frames the adoption rates in the chart below; the gamer demographics behind these cohorts show how broad the paying base has become.
  • More than half (58%) of players downloaded a game for free in the past 12 months, the entry point for most free-to-play spending.
PURCHASED IN-GAME CONTENT (%) · Source: Entertainment Software Association, 2026 Essential Facts (June 2026) PURCHASED IN-GAME CONTENT (%) · SQ MAGAZINE ANALYSIS Purchased in-game content (%) by generation Entertainment Software Association · 2026 80 60 40 20 0 69% Gen Alpha 78% Gen Z 67% Millennials SOURCE Entertainment Software Association, 2026 Essential Facts (June 2026) Source: Entertainment Software Association, 2026 Essential Facts (June 2026) SQ MAGAZINE ANALYSIS Share of players (%) Entertainment Software Association · 2026 Downloaded a game for free 58% Purchased a game 43% Purchased a game subscription 35% Borrowed a game 19% 0 12 24 36 48 60 SOURCE Entertainment Software Association, 2026 Essential Facts (June 2026)

What Percentage of Players Spend Money in Free-to-Play Games?

No U.S. survey isolates free-to-play payers, but paying for extras is now the norm among younger players. Gen Z (78%) players lead, and those buying in-game content are typically spending $20 per month (median), according to the ESA. That median is small per person, which is why publishers chase breadth of paying players rather than a few heavy spenders.

Recent Developments

  • September 2026: On September 17, the European Commission’s EU KIDS Act proposal calls for preventing minors from being exposed to loot boxes and other products with random or unpredictable outcomes or gambling-like features.
  • August 2026: On August 7, Take-Two reported Total Net Bookings of $1.39 billion, down 3%, and reiterated its Fiscal 2027 Net Bookings outlook of $8.0 to $8.2 billion.
  • July 2026: On July 30, Roblox reported revenue up 36% year-over-year to $1.5 billion, with DAUs up 10% to 123 million.
  • July 2026: On July 23, Ubisoft reported Q1 net bookings of €255.8 million, down 9.2% and slightly above guidance, driven by a record performance for Invincible: Guarding the Globe.
  • Q2 2026: For the quarter ended June 30, EA’s net bookings were $1,349 million, up 4%, on increased sales of extra content from Apex Legends and full game and extra content sales from Battlefield 6.

Mobile In-App Purchase Revenue Statistics

  • Non-game IAP revenue climbed 21% YoY and reached nearly three times the amount spent just five years earlier, which is how apps overtook games.
  • Games were downloaded 52 billion times in 2025, and 42 billion were on Google Play.
  • Google Play’s game downloads were more than 4x the App Store’s, though the App Store saw 75% higher gaming in-app purchase revenue, a gap the App Store statistics also reflect in spending per download.
  • IAP revenue growth skewed toward Europe, while the US was flat.
  • Gaming posted a third consecutive year of revenue growth in 2025, as time spent rose slightly even as downloads fell; the mobile game revenue data breaks that down by title.
Mobile metric (2025)Value
In-app purchase and paid app revenue, iOS and Google Play$167 billion
Growth in total IAP revenue10.6%
Mobile game IAP revenueapproaching $82 billion
Growth in mobile game IAP revenue1.3%
United States consumer spending on mobilenearly $60 billion

Source: Sensor Tower, State of Mobile 2026 (January 2026)

Take-Two Recurrent Consumer Spending Statistics

  • Recurrent consumer spending is generated from ongoing consumer engagement and includes virtual currency, add-on content, in-game purchases, and in-game advertising.
  • Recurrent consumer spending increased 3% in net revenue terms even as Net Bookings from recurrent consumer spending decreased 1%.
  • GAAP net revenue was $1.53 billion, compared to $1.50 billion in last year’s fiscal first quarter.
  • Management tied its outlook to the November 19th launch of Grand Theft Auto VI, a premium release that will test how much of the business stays recurrent.
Q1 FY2026 ($ millions) vs Q1 FY2027 ($ millions) · Source: Take-Two Interactive, fiscal Q1 2027 results (August 2026) SQ MAGAZINE ANALYSIS Take-Two metric Q1 FY2026 ($ millions) vs Q1 FY2027 ($ millions) Take-Two Interactive · Q1 2027 Q1 FY2026 ($ millions) Q1 FY2027 ($ millions) 1500 1200 900 600 300 0 Recurrent consumer spending, net revenue Recurrent consumer spending, Net Bookings Full game and other, net revenue Q1 FY2026 ($ millions) · 1256.1 Q1 FY2027 ($ millions) · 1289.8 Q1 FY2026 ($ millions) · 1183.5 Q1 FY2027 ($ millions) · 1169.4 Q1 FY2026 ($ millions) · 247.7 Q1 FY2027 ($ millions) · 244.1 SOURCE Take-Two Interactive, fiscal Q1 2027 results (August 2026)

Electronic Arts Live Services and Extra Content Revenue

  • Live services and other net revenue was $1,472 million, up 7% year-over-year, in the quarter ended June 30, 2026.
  • Total net revenue was $1,986 million, up 19% year-over-year, so live services and other made up about 74.1% of net revenue in the quarter.
  • Live services and other net bookings were $1,116 million, up 3%, helped by increased sales of extra content from Apex Legends, partially offset by decreased sales of extra content from Ultimate Team within EA SPORTS FC; the Apex Legends player data shows the audience behind that lift.
  • Live services net revenue generated from extra content purchased within Ultimate Team, a substantial portion of which was derived from EA SPORTS FC Ultimate Team, is material to EA’s business.
Trailing 12 months ended June 30Live services and other ($ millions)Extra content ($ millions)
20245,4764,421
20255,4334,293
20265,4734,170

Source: Electronic Arts, Form 10-Q for the quarter ended June 30, 2026

By the numbers: EA’s net revenue attributable to live services and other was $5,473 million for the trailing twelve months ended June 30, 2026, against $5,476 million two years earlier. Over the same span, extra content slipped by $251 million. Flat live-services revenue with shrinking extra-content sales points to subscriptions and licensing filling the gap.

Ubisoft Player Recurring Investment Statistics

  • Player recurring investment (PRI) corresponds to sales of digital items, DLC, season passes, subscriptions, and advertising.
  • PRI net bookings were €151.3 million, down 0.4% year over year, while the total fell faster.
  • PRI’s share of Ubisoft’s net bookings rose 5.2 percentage points year over year. Recurring spending held nearly flat while the rest of the catalog shrank.
Q1 2025-26 (% of total) vs Q1 2026-27 (% of total) · Source: Ubisoft, first-quarter 2026-27 sales release (July 2026) SQ MAGAZINE ANALYSIS Ubisoft net bookings type Q1 2025-26 (% of total) vs Q1 2026-27 (% of total) Ubisoft · 2026 Q1 2025-26 (% of total) Q1 2026-27 (% of total) 100 80 60 40 20 0 Digital Player recurring investment Back-catalog Q1 2025-26 (% of total) · 88.8 Q1 2026-27 (% of total) · 80.6 Q1 2025-26 (% of total) · 53.9 Q1 2026-27 (% of total) · 59.1 Q1 2025-26 (% of total) · 92.5 Q1 2026-27 (% of total) · 86.4 SOURCE Ubisoft, first-quarter 2026-27 sales release (July 2026)

Roblox Bookings and Engagement Statistics

  • The bookings shortfall reflects a decline in per-hour monetization most notably with younger cohorts in the U.S. and Canada, even though engagement kept growing.
  • Roblox generated $318 million in operating cash flow, up 60% year-over-year, and $294 million in free cash flow, up 66% year-over-year.
  • In June, Roblox was reinstated in Russia, which had a modest benefit to sequential DAUs and Hours trends; the Roblox statistics page tracks the player base quarter by quarter.
Roblox metric, Q2 2026Value
Revenue$1.5 billion
Revenue growth, year over year36%
Bookings growth, year over year8%
Daily active users123 million
Hours engaged29 billion
Hours growth, year over year5%

Source: Roblox, Q2 2026 shareholder letter (July 2026)

Why it matters: Roblox’s DAUs grew 10% year-over-year and Hours grew 5% year-over-year, yet bookings growth of 8% landed at the low end of guidance. Engagement is no longer converting into spending at the old rate, and the softness sits with younger players, the same cohort regulators are targeting on loot boxes and spending friction.

UK In-Game and Digital Games Spending Statistics

  • Spending on software rose 7% to reach £6.03 billion, Game Hardware grew 3% to £2.17 billion, and Game Culture grew 42% to reach £566 million.
  • Spend on mobile games grew 7.9%, and Digital PC software reached £1.15 billion.
  • Ukie credits an installed base of new-generation hardware that has now reached critical mass for the digital console gains.
2025 CONSUMER SPEND (£ BILLIONS) · Source: Ukie, UK Consumer Games Market Valuation 2025 (April 2026) 2025 CONSUMER SPEND (£ BILLIONS) · SQ MAGAZINE ANALYSIS 2025 consumer spend (£ billions) by UK digital platform Ukie · 2025 Digital console 2.49 Mobile 2.07 Digital PC 1.15 0 0.5 1 1.5 2 2.5 SOURCE Ukie, UK Consumer Games Market Valuation 2025 (April 2026)

How Much Do UK Players Spend on Mobile Games?

Ukie’s valuation answers it directly. Spend on mobile games has continued its remarkable ascent, growing 7.9% to £2.07 billion, second only to digital console among UK digital platforms. Most of that mobile total comes from in-app purchases in free-to-download games rather than upfront sales.

Loot Box Disclosure and Compliance Statistics

  • The 100 highest-grossing iPhone games were examined both before and after the self-regulations came into effect on 18 July 2024.
  • The rules were not enforced, contrary to Ukie’s promise.
  • 82 of the 100 highest-grossing iPhone games on the Belgian Apple App Store in mid-2022 continued to sell loot boxes despite Belgium’s attempt to ban them under gambling law.
  • In mid-2021, 36% of the highest-grossing iPhone games containing loot boxes failed to disclose probabilities, as required by Apple App Store’s platform rules.
After 18 July 2024 · Source: Xiao et al., Royal Society Open Science (2025) SQ MAGAZINE ANALYSIS Games with loot boxes complying (%) by ukie loot box rule After 18 July 2024 Xiao · 2025 24 18 12 6 0 0.0% Sought explicit parental consent for under-18 purchases 23.5% Disclosed loot box presence 8.6% Consistently disclosed reward probabilities SOURCE Xiao et al., Royal Society Open Science (2025)

Key finding: Among UK top-grossing iPhone games with loot boxes, none sought parental consent for purchasing by under-18s, only 23.5% disclosed loot box presence, and the few disclosures were all visually obscured and difficult to access, according to the Royal Society Open Science study. With self-regulation unenforced, platform spending controls remain the working safeguard for families.

FTC Enforcement Actions on In-Game Purchases

  • The FTC alleged Epic Games used design tactics known as dark patterns to trick players into making unwanted purchases and let children rack up unauthorized charges without any parental involvement; the Fortnite player statistics show the scale of the audience involved.
  • The first round of refunds was 629,344 payments, and the second round went out as 969,173 checks and PayPal payments.
  • HoYoverse agreed to block children under 16 from making in-game purchases without parental consent as part of its Genshin Impact settlement.
  • The FTC complaint alleges that some children have spent hundreds or even thousands of dollars to win five-star prizes in Genshin Impact.
FTC actionDateAmount
Epic Games order over Fortnite billingDecember 2022$245 million
First Fortnite refund roundDecember 2024more than $72 million
Second Fortnite refund roundJune 2025$126 million
Genshin Impact settlement with HoYoverseJanuary 2025$20 million

Source: Federal Trade Commission press releases (December 2024, January 2025, June 2025)

“Genshin Impact deceived children, teens, and other players into spending hundreds of dollars on prizes they stood little chance of winning,” said Samuel Levine, Director of the FTC’s Bureau of Consumer Protection. The case tied loot box odds and confusing virtual currency exchange rates directly to consumer deception, a template other regulators can reuse.

Parental Controls and Purchase Approval Statistics

  • Two-thirds of parents say they use parental controls, with that number jumping to 70% for parents of kids 12 and under.
  • Some platforms have a default spending limit set to zero on child accounts.
  • All three of the console makers and many of the leading publishers made a voluntary commitment to provide enhanced transparency about randomized in-game purchases, starting in 2020.
  • The ESRB survey figures in the table date from 2020 and are older than the ESA data beside them.
Parent survey findingShare of parents (%)Survey
Buy in-game content for their children54ESA 2026
Of those buyers, require approval for purchases93ESA 2026
Require permission before any real-money in-game purchase90ESRB and Hart Research 2020
Say there is no flexibility with that rule74ESRB and Hart Research 2020
Use parental controls to limit or block in-game purchases55ESRB and Hart Research 2020

Source: Entertainment Software Association (June 2026); ESRB study by Hart Research Associates (2020)

In-Game Purchase Regulation Timeline

  • The CPC Network’s Key Principles on In-Game Virtual Currencies were adopted in March 2025, prepared under the lead of the Netherlands Authority for Consumers and Markets (ACM) and the Norwegian Consumer Authority.
  • The principles call for clear and transparent pricing and avoiding practices hiding the costs of in-game digital content or obliging consumers to purchase virtual currency.
  • Under the EU KIDS Act proposal, all kinds of purchases should be displayed in the national currency of the habitual residence of the minor.
  • Only half of children aged 9-16 across Europe say they feel safe online, the problem statement behind the proposal. As a proposal, the KIDS Act is not yet binding law.
4 EVENTS · Source: Federal Trade Commission, Royal Society Open Science, European Commission, EUR-Lex 4 EVENTS · SQ MAGAZINE TIMELINE Key events, 2022 to 2026 Federal Trade Commission 2022 FTC announces Epic Games settlement over Fortnite dark patterns 2024 UK loot box self-regulation takes effect on 18 July 2025 FTC settles with HoYoverse; CPC Network adopts Key Principles on in-game virtual currencies 2026 European Commission proposes the EU KIDS Act on 17 September SOURCE Federal Trade Commission, Royal Society Open Science, European Commission, EUR-Lex

Is 90% of Game Sales Digital?

For some publishers it is close, but not across the market. Digital net bookings were 80.6% of Ubisoft’s total in Q1 2026-27, down from 88.8% a year earlier. In the UK, Digital Console spending rose 9.2% to £2.49 billion, with British consumers increasingly choosing digital over physical.

Is Gaming Dying or Growing?

Gaming is growing by spending measures. Circana projects U.S. video game industry spending to rise +3% to $62.8 billion in 2026, surpassing the current all-time high of $61.7 billion set in 2021, and UK consumers spent £8.76 billion on video games in 2025, a 7.4% increase on the previous year.

The growth is uneven underneath. Mobile games saw more modest growth at 1.3% YoY in 2025, and Roblox’s per-hour monetization slipped among younger players. Spending still rises overall, while publishers now depend more on how much existing players spend than on adding new ones.

Conclusion

In-game spending is now the core of the business. U.S. consumers spent $52.4 billion on content in the latest full year; Gen Z (78%) players have purchased in-game content; and recurrent consumer spending accounted for 84% of Take-Two’s total GAAP net revenue in its latest quarter. Publishers with deep live-service catalogs benefit most, while parents gain from default spending limits and approval prompts that most already use.

The next test is regulatory and product-driven at once. The EU’s KIDS Act proposal targets loot boxes for minors, and Grand Theft Auto VI will show whether a premium launch can grow in-game spending further or simply shift where players put their money.

This article has been reviewed and fact-checked by Barry Elad. SQ Magazine follows strict Publishing Principles and a documented Fact-Check Policy to ensure accuracy, transparency, and editorial independence across all content. Our statistics are verified using a documented Research Process.

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References

  • UK Consumer Games Market Valuation Update
  • Take-Two Interactive Reports Fiscal First Quarter Results
  • Electronic Arts Form 10-Q Quarterly Report
  • Roblox Second Quarter Shareholder Letter
  • Ubisoft Reports First-Quarter Sales
  • FTC Refunds Consumers Impacted by Epic Games Billing
  • FTC Refunds Fortnite Players, Reopens Claims Process
  • Genshin Impact Loot Box Parental Consent Settlement
  • UK Loot Box Self-Regulation Non-Compliance Study
  • CPC Network Key Principles on In-Game Virtual Currencies
  • EU Kids Act Legislative Proposal
Robert A. Lee

Robert A. Lee

Senior Editor


Robert A. Lee is a journalist at SQ Magazine who unpacks the fast-moving worlds of gaming and internet trends. He tracks everything from major game launches to the viral trends shaping how we connect, play, and share online. With a keen eye for the intersections of technology, entertainment, and community, Robert translates the noise of digital life into stories that spark curiosity and insight.

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Table of Contents

  • Key Takeaways
  • Editor’s Choice
  • U.S. Video Game Spending on Content, Hardware and Accessories
  • About This Data
  • In-Game Purchases Statistics by Generation
  • Recent Developments
  • Mobile In-App Purchase Revenue Statistics
  • Take-Two Recurrent Consumer Spending Statistics
  • Electronic Arts Live Services and Extra Content Revenue
  • Ubisoft Player Recurring Investment Statistics
  • Roblox Bookings and Engagement Statistics
  • UK In-Game and Digital Games Spending Statistics
  • Loot Box Disclosure and Compliance Statistics
  • FTC Enforcement Actions on In-Game Purchases
  • Parental Controls and Purchase Approval Statistics
  • In-Game Purchase Regulation Timeline
  • Is 90% of Game Sales Digital?
  • Is Gaming Dying or Growing?
  • Conclusion

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Spotify Adds QR Checks to Verify Family Plan Households
Apple Music New Logo Rebrand
Apple Music Rebrands With a Logo Made by Fred Again’s Music
Apple Homepod Mini 2 Preorder Featured 1
Apple Launches HomePod Mini 2 with £149 and Opens Pre-Order
Amazon Tablet With Android Launched
Amazon Debuts Ultra-Thin Alexa Tablet 12 Pro at $499
Apple Autumn Launch Surprise
Apple Eyes Surprise Late-October Launch for New Macs
Internet
Microsoft 365 Family Sharing Storage Cuts
Microsoft 365 Family Faces Massive OneDrive Storage Cut
Meta Launched Meta One Subscription
Meta One Bundles Instagram, Facebook, WhatsApp Into One AI Subscription
Apple Wallet Ids Launch In Oklahoma
Apple Wallet IDs Launch in Oklahoma in Major Expansion
Meta to Pay 18 Billion in Landmark Teen Safety Deal
Meta to Pay $18 Billion in Landmark Teen Safety Deal
Whatsapp Brings Passkeys 2fa
WhatsApp Hits 1 Billion Passkey Users, Adds 2FA Passwords
Apple Eu App Store Fee Reduction
Apple Sets New EU App Store Fees, Effective October 1
Security Calculators
  • Random Password Generator Strong random passwords, with the strength of each shown.
  • Uptime Calculator Downtime an uptime target allows, from a day to a year.
  • Download Time Calculator How long a file takes at your connection speed.
Network Tools
  • What Is My IP Address Your public IP, provider and location, read at the edge.
  • IP Subnet Calculator Network, broadcast, host range and mask for any IPv4 block.
  • TXT Record Lookup TXT, SPF and DMARC records for any domain.
AI Tools
  • Token Counter Token counts for GPT-4o and GPT-4 encodings.
All 7 tools
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Read by pros at Fortinet, TSMC, Barclays, and Deloitte.