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Video game publisher

A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer.

They often finance the development, sometimes by paying a video game developer (the publisher calls this external development) and sometimes by paying an internal staff of developers called a studio.[1] The large video game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute the games they publish. Other functions usually performed by the publisher include deciding on and paying for any licenses that are used by the game; paying for localization; layout, printing, and possibly the writing of the user manual; and the creation of graphic design elements such as the box design. Some large publishers with vertical structure also own publishing subsidiaries (labels).

Large publishers also attempt to boost efficiency across all internal and external development teams by providing services such as sound design and code packages for commonly needed functionality. Because the publisher often finances development, they usually try to manage development risk along with a staff of producers or project managers to monitor the developer's progress, critique ongoing development, and assist as necessary. Most video games created by an external video game developer are paid for with periodic advances on royalties. These advances are paid when the developer reaches certain stages of development, called milestones.

Business risks edit

Video game publishing is associated with high risk:

  • The Christmas selling season accounts for a highly significant portion of industry sales, leading to a concentrated influx of high-quality competition every year in every game category, all in the fourth quarter of the year.[2]
  • Product slippage is common due to the uncertain schedules of software development. Most publishers have suffered a "false launch", in which the development staff assures the company that game development will be completed by a certain date, and a marketing launch is planned around that date, including advertising commitments, and then after all the advertising is paid for, the development staff announces that the game will "slip", and will actually be ready several months later than originally intended. When the game finally appears, the effects among consumers of the marketing launch—the excitement and "buzz" over the release of the game, fueling consumers' intent to purchase—have dissipated, and lackluster interest leads to weak sales. An example of this is the PSP version of Spider-Man 3.[3] These problems are compounded if the game is supposed to ship for the Christmas selling season, but actually slips into the subsequent year. Some developers (notably id and Epic) have alleviated this problem by simply saying that a given game will be released "when it's done", only announcing a definite date once the game is released to manufacturing. However, this sometimes can be problematic as well, as seen with Duke Nukem Forever.
  • The industry has become more "hit driven" over the past decade.[4][5][6] Consumers buy the game that's best marketed but not necessarily of the highest quality, therefore buying fewer other games in that genre. This has led to much larger game development budgets, as every game publisher tries to ensure that its game is number 1 in its category. It also caused publishers to on occasion force developers to focus on sequels of successful franchises instead of exploring original IP; some publishers such as Activision Blizzard and Electronic Arts have both attracted criticism for acquiring studios with original games and assigning them to support roles in more mainstream franchises.[7][8]
  • Current generation consoles have more advanced graphic capabilities than previous consoles. Taking advantage of those capabilities requires a larger team-size than games on earlier, simpler consoles. In order to compete with the best games on these consoles, there are more characters to animate; all characters must be modeled with a higher level of detail; more textures must be created; the entire art pipeline must be made more complex to allow the creation of normal maps and more complex programming code is required to simulate physics in the game world, and to render everything as precisely and quickly as possible. On this generation of consoles, games commonly require budgets of US$15 million to $20 million. Activision's Spider-Man 3, for example, cost US$35 million to develop, not counting the cost of marketing and sales.[9] Every game financed is, then, a large gamble, and pressure to succeed is high.
  • Contrasting with the big budget titles increased expense of "front-line" console games is the casual game market, in which smaller, simpler games are published for PCs and as downloadable console games. Also, Nintendo's Wii console, though debuting in the same generation as the PlayStation 3[10] and the Xbox 360,[11] requires a smaller development budget, as innovation on the Wii is centered around the use of the Wii Remote and not around the graphics pipeline.
  • When publishing for game consoles, game publishers take on the burden of a great deal of inventory risk. All significant console manufacturers since Nintendo with its NES (1985) have monopolized the manufacture of every game made for their console and have required all publishers to pay a royalty for every game so manufactured. This royalty must be paid at the time of manufacturing, as opposed to royalty payments in almost all other industries, where royalties are paid upon actual sales of the product—and, importantly, are payable for games that did not sell to a consumer. So, if a game publisher orders one million copies of its game, but half of them do not sell, the publisher has already paid the full console manufacturer royalty on one million copies of the game and has to absorb that cost.[citation needed]

Types of game publishers edit

AAA game publishers produce and create games that are high budget and groundbreaking. They are advanced in technology and forward the boundaries of technology and creativity in the video game world. AAA game publishers often produce popular and blockbuster games. These publishers have the financial resource and means to fund large game development projects. These publishers implement and fund marketing and distribution to guarantee reach and exposure for their games.[12] With their funds to market they are able to advertise and reach a wider consumer pool and have access to distribute to a big network. Although they have creative constraints within game development and marketing, they often focus and follow market trends. They have a higher demand to attain commercial success. Examples of AAA video game publishers are Electronic Arts(EA), Ubisoft, and Activision.[13]

Indie game publishers are companies that work with independent developers. Their focus is on developing games that promotes creativity and originality. Developers have creative control over their games. These publishers implement intimate collaborations between the publishers and the developers. Often stand out in the video game market due to the more unique genres.[14] Indie game publishers have restrict marketing budgets and have small audience reach and visibility.[15] Examples of Indie video game publishers are Devolver Digital, Annapurna Interactive and Raw Fury.[13]

Mobile game publishers produce and specialize in video games on smartphones and tablet devices. They take advantage of the widespread appeal and rise of mobile gaming. These publishers enhance games for touch based interfaces and devices.[16] They are proficient in designing monetization tactics for mobile platforms. Mobile game publishers have a comprehensive understanding of the mobile gaming market. They have proficiency in strategies for engagement and user acquisition for mobile sites. For mobile gaming there is access through app stores for distribution channels. There are obstacles with monetization due to lack of in-app purchase and free-to-play(F2P) models. Examples of Mobile game publishers are Supercell, King, and Zynga.[17]

Investor interest edit

Numerous video game publishers are traded publicly on stock markets. As a group, they have had mixed performance. At present, Electronic Arts is the only third-party publisher present in the S&P 500 diversified list of large U.S. corporations; in April 2010, it entered the Fortune 500 for the first time.[18]

Hype over video game publisher stocks has been breathless at two points:

  • In the early 1990s, the introduction of CD-ROM computer drives caused hype about a multimedia revolution that would bring interactive entertainment to the masses. Several Hollywood movie studios formed "interactive" divisions to profit in this allegedly booming new media.[19] Most of these divisions later folded after expensively producing several games that were heavy in "full-motion video" content, but light in the quality of gameplay.
  • In the United States, revenue from the sales of video and computer games exceeded revenue from film box-office receipts for the first time in the dot-com days of the late 1990s, when technology companies in general were surrounded by hype. The video game publishers did not, however, experience the same level of rise in stock prices that many dot-com companies saw. This was probably because video game publishing was seen as a more mature industry whose prospects were fairly well understood, as opposed to the typical exciting dot-com business model with unknown but possibly sky-high prospects. While many technology stocks were eventually destroyed in the dot-com crash in the early 2000s, the stock prices of the video game publishers recovered as a group; several of the larger publishers such as EA and Take-Two Interactive achieved historical highs in the mid-2000s.

Publishers edit

List of largest video game companies by revenue edit

List of video game publishers edit

List of largest video game employers edit

References edit

  1. ^ "An Overview of Video Game Publishing for Developers". Aspect Law Group | A media and entertainment law firm. October 10, 2021. Retrieved February 22, 2023.
  2. ^ Rachel Weber (August 27, 2020). "Why is November still such a big month for games?". gamesradar. Retrieved February 22, 2023.
  3. ^ Yoon, Andrew (September 10, 2007). "Months late, Spider-Man 3 goes to PSP with new content". Engadget. Retrieved July 3, 2019.
  4. ^ Matthews, Matt (April 19, 2012). "Has video game retail become an entirely 'hits driven' industry?". Game Developer. Retrieved August 12, 2013.
  5. ^ Hennings, Nate (August 12, 2013). "'White space' helps us understand the strategic direction of gaming mergers and acquisitions". VentureBeat. Retrieved August 12, 2013.
  6. ^ Messina, Judith (July 31, 2013). "Color Zen throws spotlight on city's games scene". Crain's New York Business. Retrieved August 12, 2013.
  7. ^ nofi (June 28, 2012). "Activision Reduces Prototype Devs To "Support" Role, Significantly Reduces Staff Levels". TheSixthAxis. Retrieved August 17, 2012.
  8. ^ Snider, Mike (June 28, 2012). "Activision cuts staff at 'Prototype' video game studio". USA Today. Retrieved August 17, 2012.
  9. ^ Sinclair, Brendan (September 14, 2006). "Activision exec prices PS3 games". GameSpot. CBS Interactive. Retrieved May 18, 2017.
  10. ^ . Playstation. Archived from the original on November 17, 2014. Retrieved September 17, 2017.
  11. ^ . Archived from the original on December 21, 2013. Retrieved December 20, 2013.
  12. ^ Nieborg, David B. (2021). "9. How to Study Game Publishers: Activision Blizzard's Corporate History". Game Production Studies. pp. 179–196.
  13. ^ a b Tran, Binh (2023-07-17). "Types of Game Publishers: The Major Players in Game Publishing?". Gamespublisher.com. Retrieved 2023-11-07.
  14. ^ Heineman, David S. (2015). Thinking about Video Games: Interviews with the Experts. Indiana University Press. ISBN 978-0-253-01715-4.
  15. ^ Johnson, Lindy L.; DeBoeser, Elizabeth (2017). "Review of Inside, Playdead". Journal of Adolescent & Adult Literacy. 61 (3): 340–341. ISSN 1081-3004.
  16. ^ Steirer, G., & Barnes, J. (2019). Angry Birds: Mobile Gaming. In M. T. Payne & N. B. Huntemann (Eds.), How to Play Video Games (Vol. 1, pp. 216–223). NYU Press. http://www.jstor.org/stable/j.ctv12fw8tn.30
  17. ^ Tran, Binh (2023-07-17). "Types of Game Publishers: The Major Players in Game Publishing?". Gamespublisher.com. Retrieved 2023-11-07
  18. ^ "Electronic Arts Breaks Into Fortune 500", Leigh Alexander, April 26, 2010, gamasutra.com. Fetched from Web on April 26, 2010.
  19. ^ Clark, Willie (August 18, 2016). "Disney's many, many attempts at figuring out the game industry". Polygon. Retrieved February 22, 2023.

video, game, publisher, this, article, needs, additional, citations, verification, please, help, improve, this, article, adding, citations, reliable, sources, unsourced, material, challenged, removed, find, sources, news, newspapers, books, scholar, jstor, aug. This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Video game publisher news newspapers books scholar JSTOR August 2009 Learn how and when to remove this message A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer They often finance the development sometimes by paying a video game developer the publisher calls this external development and sometimes by paying an internal staff of developers called a studio 1 The large video game publishers also distribute the games they publish while some smaller publishers instead hire distribution companies or larger video game publishers to distribute the games they publish Other functions usually performed by the publisher include deciding on and paying for any licenses that are used by the game paying for localization layout printing and possibly the writing of the user manual and the creation of graphic design elements such as the box design Some large publishers with vertical structure also own publishing subsidiaries labels Large publishers also attempt to boost efficiency across all internal and external development teams by providing services such as sound design and code packages for commonly needed functionality Because the publisher often finances development they usually try to manage development risk along with a staff of producers or project managers to monitor the developer s progress critique ongoing development and assist as necessary Most video games created by an external video game developer are paid for with periodic advances on royalties These advances are paid when the developer reaches certain stages of development called milestones Contents 1 Business risks 2 Types of game publishers 3 Investor interest 4 Publishers 4 1 List of largest video game companies by revenue 4 2 List of video game publishers 4 3 List of largest video game employers 5 ReferencesBusiness risks editVideo game publishing is associated with high risk The Christmas selling season accounts for a highly significant portion of industry sales leading to a concentrated influx of high quality competition every year in every game category all in the fourth quarter of the year 2 Product slippage is common due to the uncertain schedules of software development Most publishers have suffered a false launch in which the development staff assures the company that game development will be completed by a certain date and a marketing launch is planned around that date including advertising commitments and then after all the advertising is paid for the development staff announces that the game will slip and will actually be ready several months later than originally intended When the game finally appears the effects among consumers of the marketing launch the excitement and buzz over the release of the game fueling consumers intent to purchase have dissipated and lackluster interest leads to weak sales An example of this is the PSP version of Spider Man 3 3 These problems are compounded if the game is supposed to ship for the Christmas selling season but actually slips into the subsequent year Some developers notably id and Epic have alleviated this problem by simply saying that a given game will be released when it s done only announcing a definite date once the game is released to manufacturing However this sometimes can be problematic as well as seen with Duke Nukem Forever The industry has become more hit driven over the past decade 4 5 6 Consumers buy the game that s best marketed but not necessarily of the highest quality therefore buying fewer other games in that genre This has led to much larger game development budgets as every game publisher tries to ensure that its game is number 1 in its category It also caused publishers to on occasion force developers to focus on sequels of successful franchises instead of exploring original IP some publishers such as Activision Blizzard and Electronic Arts have both attracted criticism for acquiring studios with original games and assigning them to support roles in more mainstream franchises 7 8 Current generation consoles have more advanced graphic capabilities than previous consoles Taking advantage of those capabilities requires a larger team size than games on earlier simpler consoles In order to compete with the best games on these consoles there are more characters to animate all characters must be modeled with a higher level of detail more textures must be created the entire art pipeline must be made more complex to allow the creation of normal maps and more complex programming code is required to simulate physics in the game world and to render everything as precisely and quickly as possible On this generation of consoles games commonly require budgets of US 15 million to 20 million Activision s Spider Man 3 for example cost US 35 million to develop not counting the cost of marketing and sales 9 Every game financed is then a large gamble and pressure to succeed is high Contrasting with the big budget titles increased expense of front line console games is the casual game market in which smaller simpler games are published for PCs and as downloadable console games Also Nintendo s Wii console though debuting in the same generation as the PlayStation 3 10 and the Xbox 360 11 requires a smaller development budget as innovation on the Wii is centered around the use of the Wii Remote and not around the graphics pipeline When publishing for game consoles game publishers take on the burden of a great deal of inventory risk All significant console manufacturers since Nintendo with its NES 1985 have monopolized the manufacture of every game made for their console and have required all publishers to pay a royalty for every game so manufactured This royalty must be paid at the time of manufacturing as opposed to royalty payments in almost all other industries where royalties are paid upon actual sales of the product and importantly are payable for games that did not sell to a consumer So if a game publisher orders one million copies of its game but half of them do not sell the publisher has already paid the full console manufacturer royalty on one million copies of the game and has to absorb that cost citation needed Types of game publishers editAAA game publishers produce and create games that are high budget and groundbreaking They are advanced in technology and forward the boundaries of technology and creativity in the video game world AAA game publishers often produce popular and blockbuster games These publishers have the financial resource and means to fund large game development projects These publishers implement and fund marketing and distribution to guarantee reach and exposure for their games 12 With their funds to market they are able to advertise and reach a wider consumer pool and have access to distribute to a big network Although they have creative constraints within game development and marketing they often focus and follow market trends They have a higher demand to attain commercial success Examples of AAA video game publishers are Electronic Arts EA Ubisoft and Activision 13 Indie game publishers are companies that work with independent developers Their focus is on developing games that promotes creativity and originality Developers have creative control over their games These publishers implement intimate collaborations between the publishers and the developers Often stand out in the video game market due to the more unique genres 14 Indie game publishers have restrict marketing budgets and have small audience reach and visibility 15 Examples of Indie video game publishers are Devolver Digital Annapurna Interactive and Raw Fury 13 Mobile game publishers produce and specialize in video games on smartphones and tablet devices They take advantage of the widespread appeal and rise of mobile gaming These publishers enhance games for touch based interfaces and devices 16 They are proficient in designing monetization tactics for mobile platforms Mobile game publishers have a comprehensive understanding of the mobile gaming market They have proficiency in strategies for engagement and user acquisition for mobile sites For mobile gaming there is access through app stores for distribution channels There are obstacles with monetization due to lack of in app purchase and free to play F2P models Examples of Mobile game publishers are Supercell King and Zynga 17 Investor interest editNumerous video game publishers are traded publicly on stock markets As a group they have had mixed performance At present Electronic Arts is the only third party publisher present in the S amp P 500 diversified list of large U S corporations in April 2010 it entered the Fortune 500 for the first time 18 Hype over video game publisher stocks has been breathless at two points In the early 1990s the introduction of CD ROM computer drives caused hype about a multimedia revolution that would bring interactive entertainment to the masses Several Hollywood movie studios formed interactive divisions to profit in this allegedly booming new media 19 Most of these divisions later folded after expensively producing several games that were heavy in full motion video content but light in the quality of gameplay In the United States revenue from the sales of video and computer games exceeded revenue from film box office receipts for the first time in the dot com days of the late 1990s when technology companies in general were surrounded by hype The video game publishers did not however experience the same level of rise in stock prices that many dot com companies saw This was probably because video game publishing was seen as a more mature industry whose prospects were fairly well understood as opposed to the typical exciting dot com business model with unknown but possibly sky high prospects While many technology stocks were eventually destroyed in the dot com crash in the early 2000s the stock prices of the video game publishers recovered as a group several of the larger publishers such as EA and Take Two Interactive achieved historical highs in the mid 2000s Publishers editList of largest video game companies by revenue edit Main article List of largest video game companies by revenue List of video game publishers edit Main article List of video game publishers List of largest video game employers edit Main article List of largest video game employersReferences edit An Overview of Video Game Publishing for Developers Aspect Law Group A media and entertainment law firm October 10 2021 Retrieved February 22 2023 Rachel Weber August 27 2020 Why is November still such a big month for games gamesradar Retrieved February 22 2023 Yoon Andrew September 10 2007 Months late Spider Man 3 goes to PSP with new content Engadget Retrieved July 3 2019 Matthews Matt April 19 2012 Has video game retail become an entirely hits driven industry Game Developer Retrieved August 12 2013 Hennings Nate August 12 2013 White space helps us understand the strategic direction of gaming mergers and acquisitions VentureBeat Retrieved August 12 2013 Messina Judith July 31 2013 Color Zen throws spotlight on city s games scene Crain s New York Business Retrieved August 12 2013 nofi June 28 2012 Activision Reduces Prototype Devs To Support Role Significantly Reduces Staff Levels TheSixthAxis Retrieved August 17 2012 Snider Mike June 28 2012 Activision cuts staff at Prototype video game studio USA Today Retrieved August 17 2012 Sinclair Brendan September 14 2006 Activision exec prices PS3 games GameSpot CBS Interactive Retrieved May 18 2017 PlayStation Official Site PlayStation Console Games Accessories Playstation Archived from the original on November 17 2014 Retrieved September 17 2017 Why Xbox 360 Archived from the original on December 21 2013 Retrieved December 20 2013 Nieborg David B 2021 9 How to Study Game Publishers Activision Blizzard s Corporate History Game Production Studies pp 179 196 a b Tran Binh 2023 07 17 Types of Game Publishers The Major Players in Game Publishing Gamespublisher com Retrieved 2023 11 07 Heineman David S 2015 Thinking about Video Games Interviews with the Experts Indiana University Press ISBN 978 0 253 01715 4 Johnson Lindy L DeBoeser Elizabeth 2017 Review of Inside Playdead Journal of Adolescent amp Adult Literacy 61 3 340 341 ISSN 1081 3004 Steirer G amp Barnes J 2019 Angry Birds Mobile Gaming In M T Payne amp N B Huntemann Eds How to Play Video Games Vol 1 pp 216 223 NYU Press http www jstor org stable j ctv12fw8tn 30 Tran Binh 2023 07 17 Types of Game Publishers The Major Players in Game Publishing Gamespublisher com Retrieved 2023 11 07 Electronic Arts Breaks Into Fortune 500 Leigh Alexander April 26 2010 gamasutra com Fetched from Web on April 26 2010 Clark Willie August 18 2016 Disney s many many attempts at figuring out the game industry Polygon Retrieved February 22 2023 Retrieved from https en wikipedia org w index php title Video game publisher amp oldid 1221816577, wikipedia, wiki, book, books, library,

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