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Video Game Industry Learning from Movies

EA has floated the idea that too many video game releases are crowded around the holidays, creating a sub-optimal sales situation.

While this may be true, it’s worth evaluating whether video games are like movies (which are staggered throughout the year with considerable success) or tech hardware (which follows a pretty rigorous yearly release cycle). Unfortunately, they occupy the middle space in a number of ways: they’re a mixture of intellectual property and tech development, but they’re also stuck in the middle pricewise. Manipulating the price lever might yield more success than rushing or slowing down release schedules, as some recent experiments have shown.

And, at the end of the day, do we really want a “blockbuster” game season and a “serious” game season like we’ve got with the movies?