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Contents
Acknowledgments
vi
Introduction: Video Games as a Global Phenomenon
1 An Industrial History of Video Games
Case Study: Atari
Case Study: Nintendo
Case Study: Sega
2 Market Structure, Audiences and Software Production
Case Study: Electronic Arts
Case Study: Activision-Blizzard
3 Video Game Hardware, Distribution and Retail
Case Study: Microsoft
Case Study: Sony
4 Video Games and Other Related Industries
5 Labour and Production in the Global Video Game Industry
Case Study: Electronic Arts, Rockstar and Labour
Case Study: Hollywood Unions, Video Games and Labour
Conclusion: Making Sense of the Global Video Game Industry
1
12
19
34
38
43
54
63
80
87
97
111
140
155
159
166
Bibliography
Index
175
217
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Introduction: Video Games as a Global Phenomenon
Ten years ago, a book attempting to justify video games as a unique cultural
industry would have been a tough sell. The common view was that they were
just toys – admittedly fancy, costly toys, but toys nonetheless. Today, however,
that view has changed. Video games have emerged as a fully developed industry that not only competes with but also often complements a wide variety of
other cultural industries. Educators and academics have recognised their potential value as teaching tools since the first prototypes were developed in the
1960s. Similarly, concerns over potential negative effects, whether from too
much time spent with video games or from exposure to violent content, have
dogged the industry since at least the early 1980s.
In 2004, the global video game industry first earned more than Hollywood’s
domestic box office, a marker often used to demonstrate its growing importance. Moreover, a number of major media and communication companies
began to use video games as integral parts of branding and advertising, including franchises such as Harry Potter, Lord of the Rings, James Bond and the NFL
(Bloom, 2001; Bloom and Graser, 2002). Even popstar Britney Spears has a
video game. The industry, which has tried to follow the Hollywood film system
throughout its history, has even created its own hall of fame and the ‘Walk of
Game’ in San Francisco (Harris, 2005).
One doesn’t have to look far for examples of how significant and deeply
ingrained video games have become in our day-to-day lives. They have been
involved in a political scandal, as when a Norwegian representative was caught
playing one during a major policy debate (CNN, 2003). Special ‘serious’ video
games have been created for a variety of purposes. Serious games, which use
the mechanics and capabilities of video games for training, have been used in
a variety of areas including a number of political campaigns in the US. In fact,
the ability of video games to energise the youth vote has led some experts to
predict they’ll soon become a mainstay of most political campaigns (Foster,
2004b).Video games are being used as a part of medical treatment and have
been the focus of debates about youth violence (AP, 2005b, 2005c; ESA,
2001; Johnson, 2004; New Zealand Herald, 2003). Industry studies show that
video games are less and less toys for kids (ESA, 2002, 2004, 2005a, 2006,
2007). Increasingly, they’re facing the same questions of intellectual property
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THE VIDEO GAME BUSINESS
ownership and piracy as the recorded music and film industries (Chazan, 2005;
Veiga, 2004).
Moreover, the pedagogical value of video games has become so widely accepted
that a school district in Michigan loaned PlayStation 2s to students to help them
take advantage of educational software (Laskowski, 2005). Even the US military
has shifted its long-standing use of video games into overdrive. The US Marine
Corps has begun to use video game first-person shooter Doom (1993) to help
teach its recruits tactics (McCune, 1998). Similarly, the US Army spent millions
to develop and market its own video game, America’s Army (2005), to inform
potential recruits about army life (Brickner, 2004; Nichols, 2009; Wadhams,
2005). Other groups have taken note, with Hezbollah creating two video games
to help bolster its cause, while Damascus-based Atkar Games has created two
games geared towards countering portrayals of Muslims in most Western-designed
video games (Nichols, 2009). Most tellingly, an increasing number of universities
around the world offer courses in video game studies and even degrees in video
game design (Barlett, 2005; Carlson, 2003a; Foster, 2004a).
Work in the video game industry has come to represent a major new hope for
professional training in universities. Jobs in the industry have been described as
‘some of the best jobs the American workplace has to offer’ (Richtel, 2005b).
In spite of this, increasing numbers of employees are leaving the industry or
filing lawsuits citing unfair labour practices (ea_spouse, 2004a, 2004b).
Understanding how the industry works is of paramount concern to video game
studies, as education in the field is becoming professionalised.
But there are other reasons a detailed examination of the industry is needed.
Understanding the forces that produce video games that are violent or feature
questionable portrayals may help provide solutions to those problems.
Moreover, because the video game industry is seen as a desirable field to be
employed in, with various policy and education institutions targeting game
development for funding, an understanding of how different the video game
industry is from other industries is needed. Changing technologies, including
mobile phones and cloud-based services, are forcing the industry to adapt both
its products and its structure. Time will tell whether these technologies represent a significant threat of disruption to an industry that is heavily concentrated
and focused on only a small portion of the global market.
Contextualising the potential for such a change is particularly important, as
the industry, while global in terms of production, is much more limited in terms
of consumption. Estimates suggest that eight countries made up approximately
80 per cent of global video game hardware consumption in 2009. The United
States, Canada, Japan and a number of countries in Western Europe are the
major consumers of video game products. Software production is even more
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concentrated, with three countries dominating the production of the bestselling
video games of all time: the United States, Japan and the United Kingdom
(Nichols, 2013). Such concentration has left many countries and regions to fend
for themselves. Countries currently representing markets so small that sales data
are rarely included in industry reports – such as Brazil, Argentina and India –
are all likely to become important sites for game development (Peréz Fernández,
2013; Portnow et al., 2013; Shaw, 2013). In some cases, these differences can
be explained in relation to infrastructure, particularly as the video game industry continues to push towards cloud-based gaming, which requires high
penetration of networked technology and reliable, high bandwidth (Aslinger,
2010, 2013). Similarly, the advent of mobile gaming and of digital distribution
has opened up game development in places poorly served by the mainstream
industry (Moss, 2013). In other cases, political and cultural differences may play
in. In a number of countries in the Middle East, for example, one limit on the
penetration of video games is due to state concern with their apparent Western
influences (Lien, 2013; Šisler, 2013). Finally, there are countries that are also
limited by simple economics and labour factors. Lebanon, for example, has
struggled bringing together workers who have the skills to make games, even as
it has struggled with the political dimensions of gaming (Lien, 2013). In contrast, some countries able to supply the raw materials for the industry’s products
or where they may be assembled include the Democratic Republic of the Congo,
Ethiopia, Mozambique, Bolivia, Peru and China though the high cost of the final
product leaves many unable to afford them.
The STudy of Video GameS
The formal study of video games is just beginning. As games have gained in popularity, with expanding audiences and incorporation of more sophisticated
technologies, they are now recognised as a unique embodiment of culture worthy of study. It is not uncommon for this study to come under the lens of cultural
and textual analysis, research which insists that video games can have legitimate
artistic value because they can – though not always – maintain complex narratives and design elements. More than simple entertainment, video games have
become texts to be unpacked and analysed.
The ability of video games to fulfil ideological roles has resulted in their reevaluation by policy makers. Governments around the world have begun to ask
questions and seek solutions to the problems and potentials raised by video
games. Even seemingly unlikely institutions such as the US Army have increasingly integrated video games into their recruiting efforts (AP, 2002; Huntemann,
2009). Beyond this ideological and pedagogical potential, there are other industryrelated concerns that, until recently, have received less attention. First, a number
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of European countries and American states are actively working to subsidise
local video game production because it is seen as a fast-growing, highly profitable, competitive industry. Second, questions dealing with software piracy and
intellectual property are posing problems to the industry but have received little attention compared to piracy in film and recorded music.
Because of this, it is surprising that the production of video games – the understanding of how the industry is structured and why – has been left largely
unaddressed. Since researchers, consumers and policy makers have emphasised
that video games can have profound ideological implications, it is ironic that they
have largely ignored questions of how and by whom video games are actually
created. This lack of attention is, in some part, due to the lack of respect given
to the cultural commodity of video games and of the industry that produces
them. Long considered a minor sector of other more important industries, it was
not difficult to dismiss video games as inconsequential toys for children. It also
owes to the success the industry has had at self-description and regulation.
Video games have become more than just a subset of the computer or toy
industries and, while they are often produced in conjunction with films and television shows, they are distinct entities. Thought similar to all of those products,
video games are produced by an important industry, worthy of consideration on
its own merits. Its level of concentration and its relations between labour and
management should both be taken into account when thinking of an industry
as more or less desirable.
This study examines the mainstream production of video games in order to
better understand the industry and what Bernard Miege refers to as the ‘logics
of production’ (Miege, 1989). Figure 1 diagrams the key factors the video game
industry has navigated in order to produce the particular logics of production
that govern it. The figure, which draws on Sousa’s (2010) explanation of how
national culture and regulation could result in distinctions within an industry,
elaborates on the range of decisions made both at an industrial and product
level. What it suggests is that a number of different factors – audiences and how
to engage with them, intra- and inter-industry considerations and the role and
location of state control on the industry – impact how video game production
works and, in turn, the ways in which video game production itself can change
how it relates to those factors in the future. In other words, a different set of
choices produces a different sort of production and industry. Video game production could work in various ways. This is important because, while this book
focuses on mainstream production, there exist both new challenges and a growing resistance to that industry and, indeed, games are produced that attempt to
ignore or subvert the logics of the mainstream industry. Choices about what logics to follow help to create the rules of the distinct markets in which video games
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AUDIENCE
• Type of audience courted
• Style of engagement (entertainment, education, critique, etc.)
• Type of interaction allowed to audience
INDUSTRY
• Shelf life of product (planned obsolescence, franchise, etc.)
• Ties to other cultural industries (release schedule, branding)
STATE
• Regulatory environment (self, government, etc.)
• Ties to state apparatus
INDUSTRIAL FORMULATION AND DECISIONS
May result in:
• Censorship
• Ties between state and industry (ex: games representing
state views)
May result in:
• Convergence of industries
• Labour challenges
• Intellectual property challenges
• Emphasis on ‘risk averse’ products over creativity
May result in:
• Demographics determining content
• Conflict between longer-term audience and newer ones
• Audience creation as part of product (mods, community, etc.)
• Alternative game styles (serious games, art games, etc.)
• Alternative funding strategies (Advergames, etc.)
Figure 1 Forces Impacting Video Game Cultural Logics
Source: Based on Sousa (2010).
are made and sold, as well as labour patterns, methods of production, distribution, marketing and retail practices which bring video games to the point of
consumption. Such logics suggest not only the ways in which a particular industry or institution works but also the reasons why it must work in these ways. The
logics of the production of video game commodities are a key factor in the messages and ideologies conveyed. Central to the understanding of an industry and
its logics is an examination of a product’s markets and consumers – in this case,
audiences. As this study shows, the markets and audiences for video games are
more significant and varied demographically, though still highly concentrated
geographically and economically, than is often acknowledged.
However, this study does not attempt to address how a video game will affect
players or what those players will take from (or bring to) a video game. This book
does not seek to explain how messages are constructed or why certain messages
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are more popular than others, except by suggesting that particular types of messages may be more advantageous economically. Instead, this study seeks to
provide at least part of the structure that surrounds these questions. If we want
to understand the significance of any game, whether it is Pac-Man (1980), Grand
Theft Auto: Vice City (2002), Bully (2006) or Manhunt (1983), or even America’s
Army, one of the things we need to know is how making a game serves the interest of its producers. Once we have a sense of how and why they made a game,
we can better address questions about the effects and meanings of those games.
Video games are cultural commodities – the products of a cultural industry
organised through the capitalist exchange of goods. As with most media commodities, they have the potential for considerable ideological influence. In part,
the conditions under which they are produced and the forces to which they must
respond impact the ideologies video games convey. In order to better understand these decisions, this study examines not only the industry as a whole but
also the individuals and institutions involved in production. It places video
games into a historical context and supplies a motivation for the particulars of
production.
How video games are produced has helped establish the business as a major
media industry in its own right. As with other media industries, the video game
industry’s status owes to its successful courting of a highly diverse group of consumers. But it also relies on a high degree of concentration, tight control over the
products and who can produce them, and on maintaining its control over content rather than allowing outside regulation. These factors have heavily impacted
the relationship between labour and management within the industry as well as
how video games are tied to other media. This has played out in two major areas:
the convergence of technology and the rise of advertising.
Video Game economicS
Although limited, there has been some examination of the economics of video
games. One of the earliest economic examinations provided an excellent
linkage between their production and the Western military-industrialcommunication complex (Toles, 1985). Little attention has been given to these
ties following Toles’s study, but in her work lies the foundation for a critical
understanding of the video game industry. Instead, later studies have typically
focused on the software side, ignoring the production of the various hardware
commodities that are also vital to success.
A second thread of studies has focused on the portrayals of economic systems
within video games. A number of games, in particular online ones such as
Ultima Online (1997) and EverQuest (1999), have developed peculiar ‘virtual
economies’, which have begun to spill over into the real world (Castronova,
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2001, 2002, 2005). Typically this has occurred as a result of the accumulation of
virtual property that is then sold to other players in the real world. The sale of
virtual property has become a chief source of revenue for online games and has
gained the attention of regulators in countries and regions, including China and
South Korea, where online gaming is particularly popular.
Others have moved beyond this to suggest that the study of video games
needs to more accurately portray the targeted audiences (Newman, 2002). This
will be discussed in more detail in Chapter 2 as part of the analysis of the current industry structure. The audience commodity is crucial to the industry and
has fallen, as have most areas of technology, into gendered categorisations
(Meehan, 2002). This is a dangerous precedent and must be avoided because,
as discussed in Chapter 2, the audience has had to shift in response to evolving
logics of consumption.
One move to understand video games as an economic force emerges from
the industry and related sectors. These studies recognise the games as entertainment but also as marketing and policy forces that can be understood,
controlled and/or exploited. On one hand, these studies seek to deal with the
implied danger of marketing violent content to children as in Anders’s 1999
study. Ultimately, her examination suggests that the industry has to toe a delicate line on the issue of violence, though she does not address the overemphasis
on violence in video games in media and research (Anders, 1999). The relation
between video games and marketing has only grown more complex as the industry has matured. The modern industry has developed a complex strategy, which
may rely on marketing at different phases of the development process, the use
of players’ in marketing efforts and the range of ways to use games as marketing devices (Zackariasson and Wilson, 2012).
Thomas Hemphill attempts to address the problem of violence in entertainment industries, including video games, by suggesting alternative issue management techniques and ways entertainment media can take better advantage of
political views within the US. While his work does not focus explicitly on video
games, his suggestions and concerns are mirrored in the literature – particularly
in the news media (Hemphill, 2002).
More recently, however, researchers have begun to acknowledge the similarities and differences between the video game industry and other media forms.
Dmitri Williams lays out the initial structure of the industry, consisting of publishers, developers and hardware manufacturers. He also acknowledges the role
of retail and advertising in the economics of the industry. Williams’s work, however, exhibits little concern with the level of concentration in the industry.
Moreover, he does not address the problematic labour situation or any of the
trickier matters of property control (Williams, 2002, 2003a).
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In contrast, Nick Dyer-Witheford offers a critical view of the labour practices,
noting that the industry is increasingly taking advantage of transnational labour.
He also points out that this labour is highly gendered (Dyer-Witheford, 1999).
In later work, he begins to suggest a class structure within the industry that tends
to fall along income and educational lines in addition to those of gender and
nationality (Dyer-Witheford, 2002; Dyer-Witheford and De Peuter, 2009). Like
much of the study of game hardware production, however, these studies focus
on console production ignoring, in particular, the impact of handheld games on
the industry. One of the best examinations of the global dynamics at play within
video game production, his work suggests many questions about the nature of
industrialised video game labour.
As Zackariasson and Wilson note in relation to marketing, game players often
contribute more than their consumption (2012). The industry also exhibits a
particular set of labour practices that rely on the work of consumers. Most
notable of these is the concept of ‘modding’ or the creation of game expansions
by fans, which tends to occur particularly in the action and Role-Playing Game
(RPG) genres. These, however, are only some of the ways players might take on
the peculiar function of labour in the industry (Postigo, 2003).
Along similar lines, Klang examines the struggles of ownership between fans
and the industry. Drawing on ideas raised by Castronova, Klang examines the
ways in which ‘avatars’ – or the representations of players in games, particularly
RPG and Massive Multiplayer Online Role-Playing Games (MMORPG) –
become contested zones of intellectual property (Klang, 2004). Raising more
questions than it answers, Klang’s study suggests a number of interesting directions in which video games may force the ongoing intellectual property debates
plaguing communication industries. These questions are particularly crucial in
China and other countries where online gaming is popular (Chung and Fung,
2013; Ihlwan, 2007; Rosenberg, 2010).
Two of the most in-depth examinations of the industry have come from
European scholars. The first focuses on the battle in the European market
between 16-bit consoles in the mid-1990s (Hayes et al., 1995). While primarily a historical study, a number of illuminating features are first analysed here
in the economic literature. Europe has historically been treated as a secondary
market for video games, with hardware lagging roughly a generation behind.
As will be discussed in Chapter 1, one measure of the industry’s history is
marked by console generation. Each new issue of a console, which tends to
happen every three to five years, is marked as a new generation. For much of
the industry’s history, the consoles available in many markets, including
Europe, were one generation behind what was available in the North American
and Japanese markets. It is in the period scrutinised by Hayes et al. (1995) that
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Europe begins to emerge as a primary market with its own systems of production and distribution. But the authors also discuss the use of planned
obsolescence as a marketing tool, something acknowledged in earlier (primarily industry) literature, but not examined.
In contrast, Kerr (2006a) details a more recent and more global perspective
on the video game industry. Kerr situates video game production firmly within
the question of video game meaning, allowing the global nature of the industry
to be seen as a factor in the ways in which games themselves are used. This also
reinforces the view that video games must be seen as creations of culture even
as they are tools that can enforce a culture’s dominant views. Kerr also furnishes
a useful sketch of the European market in spite of the scarce data available, providing a good sense of not only how games are made but of how the costs for
them break down in the European case (Kerr, 2006a). She has also examined
the challenges the UK and Irish game industries face in a globalised production
system, with increasing labour shortages (Kerr, 2012). The questions her work
raises are particularly important as the video game industry has become a focus
of a broad range of policy initiatives within the European Union and a number
of individual member nations (Kerr, 2013).
The book Digital Play examines similar issues, drawing on political economic
concerns as a means of discussing the marketing of video games as a cultural
force for audiences to respond to (Kline et al., 2003). While proffering some
excellent frameworks for understanding the overall layout of the industry, little
attention is given here to the system of production itself. Rather, video games
are treated as cultural texts that must be understood in terms of their messages
and marketing as a system for audience response and understanding.
Finally, the nature of competition internationally within the industry has raised
the question of territorial lockouts. Territorial lockouts occur when the industry
creates products that only work in particular geographic markets – for example,
DVDs that will play on machines sold for a specific market. The video game
industry also creates products with these lockouts in mind. Ip and Jacobs (2004)
attempt to examine reasons for this practice, concluding that the video game
industry seems unsure about it, but has tended to follow it for almost traditional
reasons: to protect against piracy and to spur creativity. However, their study
suggests that both consumers and producers are increasingly sceptical about the
practice. Such a practice also raises important concerns in regards to cultural
imperialism that go unaddressed within the study and the industry.
These studies often suggest that it is important to think of video games as
more than an American or Japanese product. Like the film and larger computer industry, the video game industry has gone global, incorporating not
only global audiences but global forms of production as well (Kerr and Flynn,
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2002). In addition, the industry has cemented ties and borrowed forms from
other industries, most notably film (Howells, 2002). This trend has continued and is reflected in the current structure of the industry discussed in
Chapter 4.
The field of video game studies has grown considerably in recent years. It is
imperative that this field pay attention to the institutional nature of the commodities and texts being studied in order to better ground their understanding
of how they are used and what they mean (Douglas, 2002). Video game commodities have evolved beyond being toys for adolescent boys; indeed, they were
never that simple. Video games must be viewed as unique cultural artifacts –
both tool and art – that can be used in a variety of ways for a variety of purposes
by a range of players. Video games are capable of both reinforcing and subverting ideologies and stereotypes. However, what the field of video game
studies is lacking must also be considered.
It seems clear that to better make sense of how video games work in terms
of play and meaning, an in-depth, systematic analysis of the industry within its
historical context is necessary. Based on the existing literature discussed above,
a number of important trends warrant examination at the institutional level.
First, the video game industry has become one of the dominant cultural industries of our age that earns billions in revenue; employs a substantial, globalised
labour force; and draws the attention of a sizeable audience across a range of
platforms. Second, the industry is tied to a number of other industries including the film and computer industries, becoming an important factor in their
profitability. It has also attracted increasing attention from policy makers
because, as a burgeoning sector in the information and creative industries, it is
seen as important to growth and development. Third, the continued anxiety
about the effects of video games requires a consideration of how games are produced. Despite some public concern – and even state interest – about video
game effects, the policing of content has all too often been left to the industry.
Fourth, the rise of video game studies as a field of academic interest has resulted
in the creation of game studies programmes at a number of universities around
the world. These programmes have focused largely on professional development. If only for the pragmatic reason of understanding the industries such
programmes are training students for, a systematic study of the video game
industry is required. Fifth, histories of the industry have managed to present it
in a largely ahistorical and acultural fashion. Some attempt that considers the
industry in relation to the events, institutions and culture surrounding its development is necessary. Finally, the shift felt in both effects and cultural research
regarding who uses video games and to what end calls for a more thorough
understanding of the practices engaged in directing the industry’s activities: at
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Index
Notes
t = table/diagram. Page numbers in bold indicate detailed treatment.
Titles of games etc. do not distinguish between media unless specific distinction is made in the
text.
Consoles are listed under the developer’s name except in a few cases receiving extended or
frequent mention.
8 Mile (2002) 120
Act of War 20t
Activision-Blizzard 11, 56,
63–7, 129
bestselling games 56, 65–6
corporate profile 64t
global expansion 66
lawsuits 66–7
market share 53t, 60t, 62,
62t
merchandising 65, 66
sales 64t
actors, voice work in video
games 126
adults, proportion of
purchasing audience
33–4, 42, 49–50
Advanced Research Projects
Agency (ARPA) 15, 17,
81
advertising 134–7, 139, 168,
169–70
cross-media 111–12, 120
in-game 136–7
measurement of
effectiveness 137
spending on 134–5, 136
see also custom games
Aerosmith 130
AFTRA (American Federation
of Television and Radio
Actors) 159–60
Age of Empires 89t
Age of Mythology 89t
A.I.: Artificial Intelligence
(2001) 127
Aktar Games 2
Alcorn, Allan 25
AMD 80
American Idol (2001–4) 50
America’s Army (2005) 2, 6,
72
Anders, Kelly 7
animation(s) 124–5
in-game creation 126–7
AOL 141–2
AOL Games 69
Apple 92–6, 103
development costs 96
distribution of profits 96
labour conditions 147
products see iPad etc.
arcades/arcade games 25–6,
32–3, 105–6
21st-century remodelling
105–6
decline 105
early dominance 13–14, 14t
as test markets 105
The Art of Halo (2004) 131
Assassin’s Creed 58t
Asteroids (1979) 20t, 21
Atari 11, 18–19, 19–25, 38,
105, 126, 156
audiences 34
corporate profile 20t
expansion (1980s) 22–3
Atari cont.
failures/losses 21, 22, 27,
32, 45, 170
impact in Europe 22
lawsuits 23, 24
market share 21–2, 34, 62t
marketing 31
reasons for success 24, 30
reissue of old games 67
relations with smaller
developers 20
relaunch as public company
24–5
representativeness of
industry as a whole 19,
20
sale/purchase of company
21, 22
sales figures 20t, 21
successes 21–2, 23–4
Atari consoles
400 19
2600 14t, 19, 26t
2600 Junior 26t
5200 26t
7800 26t
Jaguar 27t
Jaguar CD 27t
Lynx 25, 26t, 29
PONG 26t
Stunt Cycle 26t
Super PONG 26t
Video Pinball 26t
Atari Flashback 20t
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218
Atlus USA 60t
audience(s) 32–4, 48–52
age 13, 16, 32–4, 42,
49–50, 49t, 52, 68, 85,
117, 127, 170
diversity 48
expansion 78, 111
gender 50–2, 50t, 68
national/regional
distribution 48–9, 51t
studies 7
targeting 5t, 7, 10–11, 16,
33, 40
audio workers 149
gender 152t, 154t
salaries 149t, 154t
Australia
age of gamers 50
female gamers 51, 51t
handheld sales 92t, 93t
ratings system 74, 75t
sales by genre 71t, 72
software sales 57–8, 59t
video game market 49
video game production 168
Avalanche 63
Bally Manufacturing
Association 40
Professional Arcade console
26t
Bandai 127
WonderSwan console 27t
Battletech Center 105
Bayonetta 39t
The Beatles: Rock Band (2009)
52, 129–30
Bejeweled 69
BestBuy 109, 168
‘Beta testers’ 143, 149
earnings 150
Big Brain Academy 58t
BioShock (2007) 135, 158t
BioShock 2 (2010) 135
BitTorrent 77
Black and White 89t
Blondie 129
THE VIDEO GAME BUSINESS
BloodRayne (film, 2005) 124
BloodRayne (game, 2002)
124
Blu-ray 81
BMX XXX (2002) 74
Boll, Uwe 124
books, games inspired by
131
The Bourne Supremacy (2004)
120
Brain Age/Brain Training 35t
Brave (2012) 125
Brutal Legend (2009) 67
Buena Vista Games 123t
Bully (2006) 6, 158t
Burnout 3 59t
Burnout Paradise (2008)
136–7
Bushnell, Nolan 18, 20–1,
30, 105
business staff see management
Butterfly.net 81
Call of Duty (2003) 63, 64t,
65
Call of Duty franchise 65–7
Call of Duty: Modern Warfare
2 (2009) 65, 66–7
Call of Duty: Modern Warfare
3 (2011) 65–6
Call of Duty 4: Modern
Warfare 58t, 59t
Campbell-Kelly, Martin 28
Canada
game industry
employment/salaries
149t, 150
game regulation 73, 74, 75t
Capcom 60t
Carnegie Mellon University
162
Cartoon Network 127
Castronova, Edward 161
casual games 67–9, 101, 134,
137–8, 171
interest of established
developers in 69
CDs, playability via computer
80, 86
Centipede 20t
Cerrati, Michael 130
children
exposure to inappropriate
content 7, 108–9
increased media access 111
mobile apps aimed at 96
seen (wrongly) as primary
audience 13, 33, 42, 88
as target audience 40, 85,
117–18, 125
China
game regulation 7, 77, 161
online gaming 66, 161
outsourcing of production
to 82, 90, 144–6, 151
video game market 45, 48,
59, 66
workers’ earnings 145–6
chips, developments in 26
see also microchips
Christmas, game sales
concentrated around
18–19, 25, 47, 140, 168
Chrysler 138
Clancy, Tom 131
CLC (College Licensing
Corporation) 132
Cole, David 100
Coleco consoles
Colecovision 26t
Gemini 26t
Telstar 26t
Telstar Alpha 26t
Telstar Arcade 26t
Telstar Classic 26t
Telstar Colortron 26t
Telstar Combat 26t
Telstar Gemini 26t
college athletes, licensing of
132–3, 138–9
Coltan (mineral) 146
Comcast 128
Command and Conquer
franchise 54t, 116t
Copyright material – 9781844573172
INDEx
commodification (of video
game production) 169
Commodore 64 PC 29
Commodore International
Ltd 22, 23
comp (compensatory) time
156–7
computer industry,
employment in 141–4
(non-)unionisation 141–3
similarities with video game
industry 142–3, 150,
154–5
computers
early history 16
increasing memory capacity
18
see also computer industry;
home computers
Congo see Democratic
Republic of the Congo
consoles
adaptation for non-gaming
purposes 81
bestselling 85t
competition between 40–1,
83–7
development, by decade
26–7t
dominant companies 83–5,
83t
as driving force in industry
109
global production levels 83
market share 56, 57t, 83t,
84t, 86t, 99t
networking 15, 37–8
prices 33, 34, 84–5, 101
sales by country/region 86t
superseded by home
computers 27
see also handhelds
convergence 85–6, 87–8, 171
‘Convergence Epoch’
(2000–10) 14–15, 14t,
109
Corcoran, Elizabeth 143
219
Counter Strike 103t
Crash Bandicoot franchise
64t, 98t, 116t
Crazy Taxi (1999) 39t, 77
‘crunch time’ 148–9, 155–6,
157–9, 164
custom games 137–8, 139
Dafoe, Willem 159
Dave and Buster’s
(restaurant/arcade chain)
105–6
Day of Defeat 103t
Dean, Howard 72, 111
Def Jam (band) 52, 129
Def Jam (game franchise) 52,
54t
Del Ray Publishing 131
Democratic Republic of the
Congo, minerals sourced
from 82, 146
designers 149
gender 152t, 154t
salaries 149t, 154t
Diablo 64t
digital distribution 100–4
(potential) impact on
industry 104, 174
specialised distributors
103–4
Diner Dash (2003) 68
Dirty Harry (1971) 125
Disney 96
acquisitions 63, 69, 123t
Channel 127
corporate profile 122–3t
game development unit
118–19, 122–4
Interactive Studios 60t,
123t
licensing revenue 117
DJ Hero (2009) 129
Donkey Kong (1981) 35t, 37,
116t
Doom (1993) 63
Dora the Explorer 158t
dot-com industry 142
Dr. Kawashima’s Brain
Training 58t
Dragon Ball Z 20t
Dragon Quest franchise 116t
Dragon Quest IV:
Michibikareshi Monotachi
58t
DreamWorks SKG 118–19
DreamWorks Animation
124
Duck Hunt (1984) 117t, 118
Dungeon Siege (2002) 124
Dungeons and Dragons 20t
DVDs, playability via
computer 80, 86
Dyer-Witheford, Nick 8, 16
‘E’ (universal) rating 75–6
ea_spouse see Hoffman, Erin
Eastern Europe, outsourcing
of production to 151, 168
Eastwood, Clint 125
eBay 77
education, and video games
162–4, 172
breakdown by country 163t
Electronic Arts 11, 24, 45–6,
54–6, 70, 95, 129, 167
college sponsorships 163–4
corporate profile 54–5t
focus on video game
development 55–6
franchises 54t, 115,
116–17, 116t
job cuts 157
labour practices 77, 155–7
lawsuits 77, 155–7
licensing/merchandising
deals 38, 56, 63, 72,
132–3, 138
market share 53t, 60t, 61,
62, 62t
mergers/acquisitions 69
revenue per employee
156–7, 156t
sales 47t, 48, 54t, 56, 137
studios owned 55t
Copyright material – 9781844573172
220
electronic games, rooms
devoted to 33–4
Electronic Software
Association (ESA) 34
Electronics Boutique 106
Emerson Arcadia 2001
console 26t
employment (in video game
industry) 2, 140–60,
164–5, 172–3
age of employees 142,
152–3, 159
bonuses on offer 142, 150,
156, 165
closures/layoffs 143, 151,
157
compared with
computer/information
industries 141–4, 150
comp(ensatory) time
156–7
creation of jobs 141
credit for work 157–9
demography 151–3
disputes/lawsuits 77,
155–9, 165
distinguished from other
creative industries
142–3
duration of employment
153, 165, 168, 172–3
gender of employees 8,
143–4, 152–3, 152t, 154t,
159, 163, 165, 173
job (dis)satisfaction 153,
165, 168–9, 172–3
labour practices 8, 38, 77,
144, 150, 164
(notional) benefits 140–1
numbers employed 142
overtime, unpaid/disputed
155–7
salaries 145–6, 149t, 150,
153–4, 153t
skills 140–1, 164
working conditions 144–7,
164–5
THE VIDEO GAME BUSINESS
employment cont.
see also ‘crunch time’;
player-centred labour;
unionisation
Enter the Matrix (2003) 126
Entertainment Software
Association (ESA) 70–2,
75, 154
Entertainment Software
Ratings Board (ESRB,
US) 73
Epoch Pocket Computer 26t
ESPN 63, 132, 158t
E.T. the Extra-Terrestrial
(1982) 21–2, 24, 32, 118
Europe
age of players 49–50
game regulation 75t, 169
gender of players 51, 51t
hardware preferences 86–7
impact of individual
developers 22, 36
salaries 149t
sales by genre 72
software sales 57–8, 58t
video game market 8–9,
44–5, 48, 144, 168
video game production 149
EVE Online (2003) 161
EverQuest (1999) 6–7, 161
Facebook 65, 68
Fairchild Electronics 18
Channel F console 26t
Farmville (2009) 68
FIFA (Fédération
Internationale de Football
Association) 134
FIFA franchise 54t, 134
FIFA ’13 (2012) 134
FIFA 2008 58t
film industry, links with video
game industry 79,
115–27, 170–1
comparison of box office
and game sales 118, 119t,
171
film industry cont.
dominance of film 118, 120
licensing deals 117–18,
119–20, 138
shelf life of products 120
see also films; Hollywood
films
based on video games
120–1, 121t, 124
formatted for games
machines 120
tools for making in-game
126–7, 172
video games based on
21–2, 63, 120–1, 125–6
see also Hollywood
Final Fantasy franchise
(1987–) 61, 98t, 116t
Finding Nemo (2003) 125,
127
Finland
age of gamers 50
gender of gamers 51, 51t
Flight Simulator 89t
Forza Motorsport 2 59t
‘Foundational Epoch’
(1972–6) 13–14, 14t, 19
Fox
Animation Studios 124
Interactive 77, 119–20
TV network 127
France, handheld sales 92t,
93t
franchises 57, 115–27
bestselling 116t
rise in popularity 115
target audience 117–18
Frogger (1983) 59t
From Russia with Love (1963)
70
Gamasutra.com 157
Game Breakers (2003) 138
Game Developer Magazine
163–4
Game Show Network 127
GameFly 108
Copyright material – 9781844573172
INDEx
Gameloft 104
Gamepark GP32 console 27t
GameStop 106–7
corporate profile 107t
Gamewatch.org 156
Gangster: West Coast Hustle
(2009) 104
genre(s) 30–1, 67–72
sales by 70–1tt, 70–2
Germany
handheld sales 92t, 93t
ratings system 74, 75t, 169
Ghost Recon franchise
(2001–) 131
Gizmondo console 27t
global financial crisis
(2008–9) 143, 151
globalisation 90, 168–9
Go, Diego, Go 158t
God of War 98t
The Godfather (1972) 70,
125, 126
Godzilla 20t
GoldenEye: Rogue Agent
(2004) 157
Google 69, 92
governments, involvement in
game production/research
2, 3, 10, 15, 44–5, 76,
151–2, 162
see also regulation
Gran Turismo franchise 98t,
116t
Gran Turismo 4 59t
Grand Theft Auto franchise
104, 116t, 157, 158t
Grand Theft Auto: San Andreas
(2004) 56–7, 59t, 74, 118
Grand Theft Auto: Vice City
(2002) 6, 117t
accompanying albums 129
Grand Theft Auto 4 (2008)
101–2
Grandmaster Flash and the
Furious Five 129
graphics, (early) lack of
sophistication 25–6
221
Greenpeace 146
Guitar Hero (2005) 64t, 67,
102, 129
Guitar Hero: Aerosmith (2008)
130
Guitar Hero III: Legends of
Rock 59t
Gulf & Western 39–40
.hack/sign (2002) 127
Hajimete no Wii 58t
Half-Life (1998) 103, 103t
Hall, Jason 126
Halo franchise (2001–) 57,
77, 88, 89t, 126, 135
Halo 2 (2004) 56–7
strategy guide 131
Halo 3 (2007) 59t, 118
development costs 148
handhelds 91–6, 98–100
bestselling 85t
competition to 99–100
main developers 36
market shares 91, 100t
price of games 99
rise in popularity 25,
29–30
sales by country 92t, 93t
hardware 80–101, 167
impact on other media
technologies 81, 82
multimedia capabilities
80–1
outsourcing of production
82, 90, 141, 144–6, 164,
168–9
planned obsolescence 30,
32, 128, 140, 168
resource supply chain 145t
trends in 25–30
types 45
upgradeability 30
see also consoles; handhelds;
home computers;
microchips
Harry Potter franchise 1, 54t,
56, 116, 125
Harry Potter and the Sorcerer’s
Stone 117t
Hawkins, Trip 24, 55
Hayes, Michael 8–9
HD compatibility 86, 89–90
Hemphill, Thomas 7
Henson, Jim 124
Hezbollah 2
history of video games 11,
12–42, 14t, 41–2
epochs in 13–15, 14t, 19
Hoff, Ted 27
Hoffman, Erin (ea_spouse)
155–6, 157
Hollywood
alliances with developers
42, 118–20, 168
back catalogue, games
based on 125–6
misunderstanding of video
games 121–2, 170
as model for video game
industry 42, 45–6, 55, 56,
63, 73, 138
profit margins 116
see also actors; film industry;
films
Holmdahl, Todd 88
home computers
increased use for games 29
preferred genres 72
rise in popularity 19, 26,
27, 29, 29t
House of the Dead (2003) 124
Howard Dean for Iowa (2003)
72, 111
IBM 80, 81, 86
microchip design/
manufacture 90, 113–14
In the Name of the King (2006)
124
The Incredibles (2004) 77,
125, 135
India, outsourcing of
production to 82, 144,
151
Copyright material – 9781844573172
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Infogames 24–5, 62t, 67
information industry 141–4
employment trends 143–4
wages 153–4
Intel 80, 88, 90
Pentium 3/4 chips 113–14
rise in profits (1970s) 28
intellectual property 8, 77,
162, 171–2
see also employment: credit
for work
Interactive Entertainment
Merchants Association
(IEMA) 74–5
Interactive Software
Federation of Europe
(IFSE) 48
Internet
creation 15
creation of new jobs 141–2
file sharing 77
social networking sites 65,
68
see also online games; social
games
IOC (International Olympic
Committee) 133
Ip, Barry 9
iPad 94, 96, 134
iPhone 92–3, 99–100, 134
apps, development costs 96
growth in sales 94–5
iPod 91, 92–3, 94–5, 134
Iran, ratings system 75t
iShoot 96
Jackson, Michael 129
Jacobs, Gabriel 9
James, Rick 129
James Bond franchise 1, 54t,
56, 64t, 70, 115, 116, 116t
Japan
handheld sales 92t, 93t
hardware preferences 86–7
ratings system 74, 75t, 169
relations between
developers 90–1
THE VIDEO GAME BUSINESS
Japan cont.
salaries 149t
sales by genre 72
software sales 57–9, 58t
trade agreements 38
video game market 36, 44,
48–9, 144, 168
video game production 44,
46, 149
Journey (band) 128–9
Journey Escape (1982)
128–9
Kent, Steven L. 28
Kenya, mobile gaming in
104
Kerr, Aphra 9
Kingdom Hearts 122t, 123t
Klang, Mathias 8
Kline, Stephen et al., Digital
Play 9
Konami 60t, 62t
Kotick, Bobby 65
Lara Croft, Tomb Raider
(2001) 121t, 124
Lara Croft, Tomb Raider:
The Cradle of Life (2003)
121t, 124
Lebanon
governmental use of video
games 2
video game production 3
Left for Dead 103t
The Legend of Zelda 35t,
116t
licensing 62–3, 78, 115–27,
138, 167, 169–70
agreements with sports
franchises 56, 63
cross-media 38, 117–18,
119–20
imbalance of agreements
118
see also films; sports games
Limbaugh, Stephen, Judge
73
Lineage franchise 116t
litigation
between game developers
23, 24, 66–7
brought by employees 77,
155–9
Lizzy McGuire (2001–4) 50
The Lord of the Rings trilogy
(2001–3)/franchise 1,
54t, 56, 120–1, 125
The Lord of the Rings: The
Battle for Middle-Earth
(2004) 157
LucasArts 60t, 115, 120–1
‘M’ (Mature) rating 74–5
‘machinima’ 126–7
Machito and his Afro-Cuban
Orchestra 129
Madden, John 132
Madden NFL franchise
(1993–) 54t, 115, 116t,
132
Madden NFL ’13 (2012) 132
Mafia Wars (2009) 68
Magnavox consoles 34
Odyssey 26t
Odyssey 100 26t
Odyssey 200 26t
Odyssey 300 26t
Odyssey 400 26t
Odyssey 500 26t
Odyssey 2000 26t
Odyssey 3000 26t
Odyssey 4000 26t
Maguire, Tobey 159
management
departments 149–50
relationship with workforce
169
salaries 149t, 153–4, 153t,
173
Manhunt (1983) 6, 76, 158t
Mario Party 8 58t, 59t
Mario Party DS 58t
Markoff, John 81
Marvel Comics 122t, 124
Copyright material – 9781844573172
INDEx
Massachusetts Institute of
Technology 162
Massive (advertising group)
137
The Matrix trilogy
(1999–2003)/franchise
20t, 126
Mattel consoles
Intellivision 26t
Intellivision II 26t
Maverick Records 129
Max Payne franchise 157,
158t
McGregor, Ewan 159
McGuire, Mike 102
Medal of Honour 54t
Mega Man franchise 116t
merchandising 56, 63, 65, 66,
169–70
Michael Jackson’s Moonwalker
(1989) 129
microchips 112–14
development of 27–30
dominant companies 80
individualised capabilities
114
manufacture 82
market shares 113t
mineral resources 82
outsourcing of production
82
stabilisation of market 28
toxic
components/procedures
82, 146–7
unique to one developer
90, 114
Micromania 106
Microsoft 11, 87–91, 167,
171
bestselling games 56–7
Chinese manufacturing
centres 90
corporate profile 89t
development strategy
88–91, 144
directors 88
223
Microsoft cont.
HD compatibility,
introduction of 89–90
losses 85, 88, 144
market share 53t, 59–61,
60t, 62, 62t, 83t, 99t
online distribution system
102–3
price wars 84–5, 87
publishing operation 53
relations with game
developers 90–1
sales 47t, 48, 89t
software development
61–2
unique chip, design of 90
Microsoft consoles see XBox;
XBox 360
Middle East, mobile gaming
in 104
Midnight Club 158t
Midway Games 60t, 105,
121–2, 124, 128
Miege, Bernard 4
military games see US Army,
recruitment/training
games
Milton Bradley 18, 28, 33–4
Comp IV game system 33
Microvision console 26t
minerals, sourcing of 72,
146–7, 147t
Missile Command (1980)
52
MLB (Major League
Baseball) 133
MMORPGs (Massive
Multiplayer Online RolePlaying Games) 6–7, 8,
67, 160–2, 165
compared to real-world
economies 161
intellectual property in 77,
162, 171–2
scale 81
trading of assets in realworld currency 7, 161
mobile games 68–9, 91–6, 171
benefits to software
developers 95–6
comparison/competition
with handhelds 99–100
costs of development 95,
96
deals between developers
and telecom companies
93
impact on industry 104
opening up of new regions
104
price 99
profit levels 96
‘Modularity Epoch’
(1976–2000) 13–14, 14t,
19
Monster Hunter Portable 2nd
58t
Montag, Sandy 132
Moore’s Law 18, 80
Mortal Kombat franchise
(1992–) 105, 116t
Mortal Kombat (film, 1999)
121t
Motion Picture Association of
America (MPAA) 73
MTV 102, 127, 128, 129–30
The Mummy Returns (2001)
120
The Muppets 124
music
games based around 52,
128–30
industry, similarity with
video games 79
licensing arrangements 130
MVP Baseball 54t
MySpace 68
Myst: The Official Strategy
Guide (2004) 131
Namco Bandai 60t
NASCAR 54t
NBA (National Basketball
Association) 132
Copyright material – 9781844573172
224
NBA Live 54t
NBA Street 54t
NCAA (National Collegiate
Athletic Association)
132–3, 138–9
NCAA Football franchise 54t
NCAA Football 2005 (2004)
132
NCSoft 60t
NEC consoles
Turbo Express 26t
Turbo Grafx 16 26t
TurboDuo 27t
Need for Speed franchise 54t
Need for Speed: ProStreet 58t
Need for Speed: Underground 2
59t
Need for Speed: Underground
Platinum 59t
NetEase 66
NetFlix 108
networking 15
developers’ moves into
37–8, 81
‘Networked Epoch’
(2010–) 14t, 15, 109
Neverwinter Nights 20t
New Super Mario Bros. 58tt,
117t
New Zealand, game
regulation 75t, 76, 169
NFL (National Football
League) 132, 133
NHL (National Hockey
League) 132–3
NHL (game franchise) 54t,
132
NHL ’13 (2012) 132–3
Nicholas, Ethan 96
Nickelodeon 96, 127
Nike 138
Nintendo 11, 19, 23, 34–5,
42, 44, 167, 171
advertising 37
competition 37, 40–1
control of products 34, 38,
45
THE VIDEO GAME BUSINESS
Nintendo cont.
corporate profile 35t
dominance of market areas
91, 98, 117–18
franchises 35t, 37, 115,
116t, 117–18
game ratings 75–6
impact on US market 36
investigation by US legal
bodies 38
labour practices 38
lawsuits 24
market share 35–6, 57–8,
59–61, 60t, 62, 62t, 83t,
91, 99t
microchips 90, 113, 114
as model for industry 34, 37
networking of consoles
37–8
online distribution system
102–3
reasons for success 37–8
regional markets 36
retail outlets 106
sales 35t, 36, 47t, 48
target audiences 34, 85,
117–18
Nintendo consoles
64 27t, 35t, 40, 85t
DS 27t, 35t, 85t, 93t, 95
Entertainment System
(NES) 14t, 26t, 35t, 36,
40, 85t
Entertainment System 2
27t
Game and Watch 26t
Gameboy 26t, 29, 35–6,
35t, 85t, 91, 93t, 98
Gameboy Advance 27t,
35t, 85t, 93t
Gameboy Color 27t
Gameboy DS 91
Gamecube 27t, 35–6, 35t,
40, 75–6, 85t
N-Gage 27t
Super Nintendo (SNES)
27t, 35t, 85t
Nintendo consoles cont.
Super Nintendo 2 27t
Virtual Boy 35t
Wii see separate main heading
Nintendogs 35t, 59t, 117t
Nokia 41, 92
Noughts and Crosses see TicTac-Toe
nVidia 80, 90, 112, 114
Obama, Barack 136–7
Olympic Games, video games
based on 133–4
Olympic Gold (1992) 133
online games 67–70
file sharing 77
popularity in Far East 45,
66
see also casual games;
MMORPGs; social games
Open Season (2006) 125
Osbourne, Ozzy 129
overtime
time off in exchange for
156–7
unpaid/disputed 155–6
Pac-Man (1980) 6, 21, 52
Pacino, Al 126
Panasonic consoles
3DO FZ-10 27t
3DO Interactive 27t
Paramount 124, 131, 137
patents, violations of 77
PBS Kids Sprout 96
Perfect Dark 89t
Periscope (1965) 39
PGA Tour 54t
Pimp My Ride (2004) 128
piracy 76–7
Pirate Islands (2002) 127
Pirates of the Caribbean
franchise 122t, 124
Pitfall! (1982) 63
Pixar 124–5
Playdium.net 105
Playdom 69
Copyright material – 9781844573172
INDEx
player-centred labour 160–2,
165, 171–2
Playfish 69
PlayStation 2 14t, 27t, 30, 40,
98t
compatibility 86, 97
competition with rival
models 85t
customers’ loyalty to 44,
81, 84, 108, 109
marketing 135
sourcing of materials 146
technological capacities
97
PlayStation 3 14t, 27t, 98t
chips 113–14
compatibility 86
competition with rival
models 83–4, 84t, 85t,
97–8
development costs 61, 66,
85, 97–8, 114
purchase by US Air Force
112
technological advances 81,
85, 90
Pogo 69
Pokémon franchise (1996–)
35t, 116t, 118
Pokémon: The First Movie
(1998) 121t
Pokémon: The Movie 2000
(1999) 121t
Pokemon Blue/Red/Green
version 117t
Pokémon Diamond/Pearl 58t,
59t
Pokemon Emerald 59t
Pokémon Fushigi no Dungeon:
Yami no Tankentai 58t
politics, games based
on/referencing 72, 111,
136–7
Pong (1972) 14t, 18, 20t, 21
PopCap 52, 68, 69
Portal 103t
Prima Games 130–1
225
Prince of Persia: The Sands of
Time (2010) 121t
Pro Evolution Soccer 2008 58t
Pro Skater (1999) 136
producers 149
gender 152t, 154t
salaries 149t, 154t
programmers 149
gender 152t, 154t
salaries 149t, 154t
PSP (PlayStation Portable)
27t, 36, 85t, 91, 93t,
98–9, 98t
films especially formatted
for 120
publishers 53–4
concentration of power 53,
78
emergence 45–6
licensing agreements 62–3
market share 53t, 60t
publishing, and video game
industry 130–1
Puente, Tito 129
Puma (sports wear) 136
Qualcomm 87
Raiders of the Lost Ark
(film/game, 1981) 21
Rainbow Six franchise
(1998–) 131
Ratchet & Clank franchise
98t
Ratchet & Clank 2 Platinum
59t
rating(s) 72–6
game sales by 74t
national agencies 75t, 76
national systems 75t, 76, 78
RCA 18
Studio II console 26t
Real Networks 51–2
Red Dead Redemption (2010)
157, 158t, 159
Red Dead Revolver (2004)
157, 158t
RedBox 108
regulation 72–8, 169
national systems 75t, 78
state-level (US) 73
see also rating(s)
rentals 108–9, 168
breakdown by outlet
108t
Resident Evil (2002) 124
Resident Evil: Afterlife (2010)
121t
Resident Evil: Apocalypse
(2004) 121t
retail 106–9, 168
controls 108–9
market shares 106–7, 107t
revenue per employee,
company success
measured by 156–7,
156t, 173
Road Rash (1994) 129
Rochester Institute of
Technology, NY 162
Rock Band series (2007–) 54t,
102, 129–30
Rockstar Games 11, 70,
101–2
bestselling games 56–7
employment disputes
157–9
market share 62t
role-playing games (RPGs) 8,
72
see also MMORPGs
Rollercoaster Tycoon 20t
Rosen Enterprises 39–40
Ruggill, Judd 73
Russell, Steve 17, 18, 25
Russia, software piracy 77
Sahnda Entertainment 162
Sakaguchi, Hironobi 61
sales
by genre 70–1tt
global distribution 46–8,
58–9tt, 144
global total 47–8
Copyright material – 9781844573172
226
sales cont.
hardware, trends in 29t
seasonal 18–19, 25, 47,
140, 168
software 31, 31t, 57t
Sammy, merger with Sega 41
Scarface (1983) 125
Schulman, Milton 32, 34
Schwarzenegger, Arnold
126
Sci/Eidos 60t
Screen Actors Guild 126,
159–60
Second Life (2003) 161, 162
Sega 11, 19, 38–41
competition 40–1
console production 40–1
corporate profile 39t
lawsuits 77
market share 60t
merger with Sammy 41
Olympic Games licensing
133–4
sale/purchase of company
39–40
sales 39t
survival strategy 40–1
Sega consoles 40–1
CD for Genesis 27t
CD for Genesis 2 27t
CDX 27t
Dreamcast 27t, 39t, 40
Game Gear 26t, 39t
Genesis 26t, 40, 85t
Genesis 2 27t
Genesis 3 26t, 27t
Genesis 32x 27t
Master System 26t
Mega Drive see Sega
consoles: Genesis
Mega Jet 39t
Nomad 27t, 39t
Saturn 27t, 39t, 40
SG-1000 40
semiconductors 28
production 147
‘serious games’ 72
THE VIDEO GAME BUSINESS
service industries
employment levels 142
gender of employees
143–4
sex, role in gameplay/
marketing 74
Shrek franchise 63, 64t
Shrek (2001) 127
Shrek 2 (2004) 125, 135
Sid Meier’s Civilization 158t
Silent Hill (2006) 121t
SimCity (1989) 54t, 127
Simon (1978) 17, 18, 33
The Simpsons Game 58t
The Simpsons: Road Rage
(2001) 77
Simpson’s Hit & Run Platinum
59t
The Sims franchise 54t, 116t,
127
The Sims (2000) 117t
The Sims 2: University 59t
Sims 3 (2009) 54t
The Sims Online (2002) 136
Skorpion K.O. (2002) 138
Skylanders: Spyro’s Adventure
(2011) 66
Slide 69
smart phones 41, 91–2,
99–100
global sales 94t
SNK consoles
NEO-GEO 27t
NEO-GEO CD 27t
NEO-GEO Pocket 27t
social games 65, 68
SOCOM 98t
software 52–4, 167
costs 101
developers’ salaries 149t
development process
56–63, 148–9, 148t
development time/costs 61,
147–8, 148t, 150
division of labour 14, 53–4
genres 30–1, 67–72
growth of industry 142
software cont.
importance within industry
43
key features 30–1
outsourcing of production
151
production sites 147, 149,
151
sales by platform 57t
separation from hardware
14, 45, 167
small developers 52
trends in 30–2, 41–2, 45
Sonic the Hedgehog 39t, 95,
116t, 134
Sony 11, 44, 97–101, 167,
171
acquisitions 97
corporate profile 98t
development of Cell
processor 86, 113–14
entry into console market
97
franchises 98t, 115, 116t
handhelds 91, 96, 98–100,
100t
job cuts 151
lawsuits 77, 155
market share 59–61, 60t,
62, 62t, 83t, 91, 99t, 100t
networking of games 81
online distribution system
102–3
price wars 84–5, 87
publishing operation 53
rentals 108
sales 47t, 48, 98t
sourcing of hardware
materials 146
work with cellphone
manufacturers 93
Sony consoles
PlayStation 27t, 30, 35–6,
85t, 97, 98t
PlayStation 2/3 see separate
main heading
PlayStation PS1 27t
Copyright material – 9781844573172
INDEx
Sony consoles cont.
PSP see separate main heading
PSP Go 98t, 99
Sony SkatePark (2002) 136
Sousa, Catarina 4
South Korea
game regulation 7, 75t
online gaming 45, 161
outsourcing of production
to 151
video game market 45, 48
Southern Methodist
University 163
Space Invaders (1978) 21
Spacewar! (1962) 15–17, 18,
25
Spain
age of gamers 50
gender of gamers 51, 51t
handheld sales 92t, 93t
Spears, Britney 1
Spider-Man franchise 63,
64t
Spider-Man 2 (2004) 125
Spielberg, Steven 22, 127
Spike TV 127–8
The SpongeBob Squarepants
Movie (2004) 125
sports games 131–4, 138–9
licensing agreements 56,
63, 72, 132–3, 138
licensing trends 133–4
market share 72
role in development of
industry 30–1
Spyro franchise (1998–) 64t,
98t
Square Enix 60t
SSX 54t
Star Trek (game, 1977) 17
Star Trek (TV, 1966–8) 17
Star Wars franchise (1977–)
63, 65, 120–1
StarCraft (1998) 64t, 66
Starfox 35t
Steam network 103–4, 109
Stern, David 133
227
stock options, offered to
employees 142, 150, 156,
165
strategy guides, publication of
130–1
Street Fighter franchise 116t
Stringer, Howard 151
students, as gameplayers 49
research/marketing aimed
at 163–4
see also education
Super Mario franchise (1985–)
35t, 37, 115, 134
Super Mario 64 59t, 117t
Super Mario Bros. (1985) 37,
117t, 118
Super Mario Bros. 2 117t
Super Mario Bros. 3 117t
Super Mario Galaxy 59t
Super Mario Land 117t
Super Mario World 117t
Super Monkey Ball (2001)
39t, 96
Superman Returns (2006) 121
Surf ’s Up (2007) 125
Sweden, employment in game
industry 142
tablets 94, 96
global sales 94t
Taiwan, hardware
manufacture oursourced
to 82, 144
Take-Two Interactive 70,
101–2, 157
corporate profile 158t
market share 53t, 60t
Taxi Driver (1976) 125
Team Fortress 103t
Tears for Fears 129
Tectoy 87
television
impact of games on 127,
170
use of video games 127–8
Tencent 66
Tennis for Two (1958) 16, 17
The Terminator franchise
(1984–2003) 126
territorial lockouts 9
Test Drive 20t
Tetris (1989) 35t, 117t, 118
THQ 60t, 62t, 125
Tic-Tac-Toe, computer
versions 15, 16
Tiger Electronics Game.com
27t
Tiger Woods 54t
Time Warner
game development unit
118–19, 121–2
licensing revenue 117
Toles, Terri 6, 15
Tomb Raider franchise 116t
Tony Hawk 64t
Toontown (2001) 124
Toshiba 86
Toto 129
Touhoku Daigaku Mirai
Kagaku DS Gijutsu
Kyoudou Kenkyuu Center
Kawashima Ryuuta Kyouju
Kanshuu: Motto Nou wo
Kitaeru Otona no DS
Training 58t
Toy and Hobby World
(magazine) 34
toys, video games seen as 41,
46
see also children
Toys for Bob 66
training
games 3, 72, 137
investment in 141
Tramiel, Jack 22–4
Transformers 64t
True Crime: Streets of LA
(2003) 136
Twisted Metal 98t
Ubisoft 95, 131
market share 53t, 60t, 62,
62t
UEFA 54t
Copyright material – 9781844573172
228
Ultima Online (1997) 6–7,
54t, 160–1
Underground (2003) 63
Underground 2 (2004) 137
unionisation
lack of, in game/computer
industries 141–3, 150,
155, 159–60, 173
moves towards 159–60, 173
United International Pictures
120
United Kingdom
age of game players 49–50
employment in game
industry 142, 168
gender of game players 51t
handheld sales 92t, 93t
United States
age of game players 49, 49t
Bureau of Labour Statistics
142
Defense Department 81
employment in game
industry 2, 142
game retailers 106–7
handheld sales 92t, 93t
hardware preferences 86–7
numbers of game players
48, 134
ratings system 73–6, 75t,
169
salaries 149t, 150, 154,
154t
service sector employment
142
state legislation 73, 76
trade agreements 38
TV viewership 127
universities 162–3
video game production 46,
149
video game sales 31t, 36,
47, 57–8, 59t, 70–1tt,
144, 168
see also US Army
University of Southern
California 162
THE VIDEO GAME BUSINESS
University of Washington 162
Unreal Tournament 20t
US Air Force, purchase of
consoles 112
US Army, recruitment/
training games 2, 3, 72,
73, 81, 137
uWink (restaurant chain)
105
Valve 103–4, 109
corporate profile 103t
Vandross, Luther 129
Vectrex console 26t
Viacom 121–2
video game industry
company closures 143
dominant companies 47,
47t, 167
expansion of audience 78
future directions 173–4
global distribution 2–3,
9–10, 45t
impact of new platforms
104
internationalisation 78, 82,
90, 153–4, 168–9, 172,
173–4
links with other industries
111–39, 141–4, 150,
154–5, 166, 170–1
logics of production 4–5,
5t, 43, 140, 166–7
market structure 22t, 44–8,
46t
production schedules
147–8, 164, 167–8
profit margins 116
see also employment; film
industry; sales
video games
bestselling 56, 117t
competition with other
media 15, 171 (see also
films; television)
cross-industry promotion
111–12
video games cont.
development costs 61,
147–8, 150, 164
development process/
schedules 148–9, 148t,
164
earliest examples 16, 25–6
educational use 2
links with other media 10,
14–15, 78, 111–39 (see
also film industry; films;
Hollywood; music)
myths/misunderstandings
12–13
outselling of film releases
118, 119t, 171
rise in popularity/cultural
significance 1–2, 10,
41–2, 134
shelf life 120
strategy guides 130–1
studies 2, 3, 6–11, 12–13,
174
study programmes 162–4,
172
terminology 16–17
testing 143
see also audience(s); genres;
history of video games;
ratings; regulation; sales;
video game industry
Video Mods (2004) 128
violence, in-game 7, 77–8
regulation aimed at 76,
108–9, 169
Virtua Fighter 39t
‘virtual economies’ 6–7, 161
Vivendi 63–4
VRPhobia project 72
WalMart 106, 168
Warner Bros. 127
see also Time Warner;
Warner Communications
Warner Communications,
purchase/sale of Atari 21,
22, 24, 118
Copyright material – 9781844573172
INDEx
The Warriors (1979) 70, 125
Wickham, Robert F. 18
Wii 14t, 27t, 28, 35t, 90,
118
competition with rival
models 83–4, 84t, 86t,
97–8
development costs 61, 66
global dominance 57–8,
58tt, 86, 87
microchip 113, 114
Wii Fit 35t
Wii Play 35t, 58t, 59t, 117t
Wii Sports 35t, 58t, 59t
Wii Sports Resort 117t
Williams, Dmitri 7
Wilson, Timothy L. 8
Windows operating system
88, 89t, 90
Wing Commander 54t
women, as employees 152–3,
152t, 173
in China 146
game industry’s lack of
appeal to 159, 163
229
women cont.
health risks 147
salaries, compared to those
of men 154t, 173
in service sector 143–4
women, as game players
50–2, 152
impact on licensing deals
117
national distribution 51t
online 68
preferences 51–2
Wonder Wizard 1702 console
26t
World Bank 161
World of Warcraft (2004) 56,
59t, 64t, 65, 66, 67, 81,
118, 161
Wright, Will 127
X-Men 64t, 122t
XaviXPORT console 27t
XBox 14t, 27t, 40, 87, 89t
competition with rival
models 83, 85t
XBox cont.
development costs 85, 144
marketing 135
XBox 360 14t, 27t, 28, 89t
competition with rival
models 83–4, 84t, 85t,
86t, 97–8
development costs 61, 66,
144
development strategy 85,
87, 88–90, 144
microchip 90, 113
technological advances 86,
89–90
Yahoo Games 69
Yoshi 35t
Young, Larry 90
Zackariasson, Peter 8
Zeebo console 87, 109
Zircon Channel F System II
console 26t
Zynga 52, 68
Zynga Poker (2007) 68
Copyright material – 9781844573172