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Video games is no longer the biggest entertainment medium in the UK

GamesIndustry.biz

ERA, which is the UK trade body representing video, music and games retailers, says that revenue made by video games in the UK reached £4.74 That includes sales of digital and physical video games, covering PC, mobile and consoles. billion, a rise of 2.9% over the year before.

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The Play Pendulum • A theory of innovation cycles in interactive entertainment

PreMortem.Games

Succinctly, the Play Pendulum theory suggests that the video game industry alternates between two primary types of innovation: content innovation and distribution innovation. With this framework in mind, we can explore how different eras of the industry have oscillated between content and distribution innovation.

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Aldora market forecast 2025: Game Industry is slowly moving upward

PreMortem.Games

Content stays king. Console gaming is on track to reach $44.9 Console hardware sales are projected to decline sharply by 31% in 2024 and another -11% in 2025E, due to the end of the current console generation cycle. billion in consumer spending in 2025E , up 4.6% year-over-year. year-over-year to $186 billion in 2024.

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There’s a lot of noise online about live service games being detrimental to the quality of games, such as initial launches being bug ridden and with incomplete features. Is there any truth to this last statement? And are the spending patterns reflecting the idea that people are dissatisfied with this model of monetization?

Ask a Game Dev

Before we could patch, producers would cut content and features much more mercilessly because we lacked the time to finish that content properly and still pass certification. There were a lot of features and content that players never saw because we couldn't get them polished and stable before the game had to ship.

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The UK Games market grew to £7 billion in 2020

Gamesbrief

Looking at the infographic, several points stand out: Digital console software at £1.7 Digital console grew more in 2020 (24%) than mobile (21%). Obviously, it was a good year for new consoles, so maybe this is an unfair comparison, but I would hope for faster growth. VR hardware grew by less than any other category of hardware.

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iXie’s approach to achieving 100% first-submission pass on all platforms 

iXie gaming

Today, games are available on various platforms like home consoles, mobile devices, handheld gaming devices, cloud gaming services, and the various launchers available on PCs. Where applicable, strict guidelines are followed regarding explicit content, violence, and language to maintain an appropriate gaming environment for users of all ages.

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Fading Physical Media and its Impact on the Gaming Industry

iXie gaming

From humble beginnings in the arcades to their evolution into home consoles, and then to handheld gaming devices, to the introduction of online gaming, and now subscription models, the industry has never been the same in any given decade from its origin. Just look at our blog on quirky gaming devices to get an idea of it.

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