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Video games update

März 2019

6 Insights

6 Insights

The video games industry continues to enjoy significant growth, attracting new players, new platforms and new monetisation models. As Taylor Wessing publishes the third edition of its TW Play guide to the video games industry, Download focuses on some of the industry disruptors.

Continued growth and a shift to new markets and new players

The video games industry continues to enjoy significant growth, with revenues growing at double-digit rates since 2012.

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eGaming and eSports

Many of the issues we have covered in this month's edition of Download also apply to eGaming, but there are additional factors to be considered, as well.

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Employment issues in the video games industry

Following a series of high profile events across the globe, UK games workers are seeking greater recognition of their employment rights.

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In-game purchases

The use of in-game purchases has become increasingly popular. This monetisation model involves the sale of game play extras to users in order to add an additional revenue stream. For example, the hugely popular battle royale game, Fortnite, was one of the highest grossing video games of 2018 despite being free to play.

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Monetising games

Over recent years, several models have evolved through which to earn revenues from games. These include the traditional boxed copies and 'pay per download' models, in addition to the more recent (but now common) use of in-game purchases and adverts. It is important to consider the legal implications of the different monetisation options as part of the development process.

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User-generated content in games adverts

It is becoming increasingly common for games platforms to have User Generated Content (UGC) systems integrated into the game itself, and to allow users to post UGC in chat forums or pin adverts to the platform.

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