A video game publisher is a
company
A company, abbreviated as co., is a Legal personality, legal entity representing an association of legal people, whether Natural person, natural, Juridical person, juridical or a mixture of both, with a specific objective. Company members ...
that
publishes video game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s that have been developed either internally by the publisher or externally by a
video game developer
A video game developer is a software developer specializing in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with em ...
.
They often finance the development, sometimes by paying a
video game developer
A video game developer is a software developer specializing in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with em ...
(the publisher calls this ''external development'') and sometimes by paying an internal staff of developers called a ''studio''. 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
license
A license (American English) or licence (Commonwealth English) is an official permission or permit to do, use, or own something (as well as the document of that permission or permit).
A license is granted by a party (licensor) to another part ...
s 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
Video game publishing is associated with high
risk
In simple terms, risk is the possibility of something bad happening. Risk involves uncertainty about the effects/implications of an activity with respect to something that humans value (such as health, well-being, wealth, property or the environ ...
:
* The
Christmas
Christmas is an annual festival commemorating Nativity of Jesus, the birth of Jesus Christ, observed primarily on December 25 as a Religion, religious and Culture, cultural celebration among billions of people Observance of Christmas by coun ...
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.
* 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
Marketing is the act of acquiring, satisfying and retaining customers. It is one of the primary components of Business administration, business management and commerce.
Marketing is usually conducted by the seller, typically a retailer or ma ...
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''. 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.
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
Activision Blizzard, Inc. is an American video game holding company based in Santa Monica, California. Activision Blizzard currently includes three operating units: Activision, Blizzard Entertainment and King (company), King.
Founded in July 2 ...
and
Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
have both attracted criticism for acquiring studios with original games and assigning them to support roles in more mainstream franchises.
* 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. 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 and the Xbox 360, 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
Inventory (British English) or stock (American English) is a quantity of the goods and materials that a business holds for the ultimate goal of resale, production or utilisation.
Inventory management is a discipline primarily about specifying ...
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.
Types of game publishers
AAA game
AAA, Triple A, or Triple-A is a three-letter initialism or abbreviation which may refer to:
Arts, entertainment, and media
Gaming
* AAA (video game industry) - a category of high budget video games
*'' TripleA'', an open source wargame
M ...
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
Marketing is the act of acquiring, satisfying and retaining customers. It is one of the primary components of Business administration, business management and commerce.
Marketing is usually conducted by the seller, typically a retailer or ma ...
and
distribution to guarantee reach and exposure for their games. 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
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
,
Ubisoft
Ubisoft Entertainment SA (; ; formerly Ubi Soft Entertainment SA) is a French video game publisher headquartered in Saint-Mandé with development studios across the world. Its video game franchises include '' Anno'', '' Assassin's Creed'', ' ...
, and
Activision
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
.
[Tran, Binh (2023-07-17). "Types of Game Publishers: The Major Players in Game Publishing?". ''Gamespublisher.com''. Retrieved 2023-11-07.]
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. Indie game publishers have restrict marketing budgets and have small audience reach and visibility. Examples of Indie video game publishers are
Devolver Digital
Devolver Digital, Inc. is an American video game publisher based in Austin, Texas, specializing in the publishing of indie games. The company was founded in June 2009 by Nigel Lowrie, Harry Miller, Graeme Struthers, Rick Stults, and Mike Wil ...
,
Annapurna Interactive and
Raw Fury.
Mobile game
A mobile game is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any Mobile device, portable device, including from mobile phone (feature phone or smartphone), tablet computer, table ...
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. 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
King is a royal title given to a male monarch. A king is an Absolute monarchy, absolute monarch if he holds unrestricted Government, governmental power or exercises full sovereignty over a nation. Conversely, he is a Constitutional monarchy, ...
, and
Zynga.
Investor interest
Numerous video game publishers are traded publicly on
stock markets. As a group, they have had mixed performance. At present,
Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
is the only third-party publisher present in the
S&P 500
The Standard and Poor's 500, or simply the S&P 500, is a stock market index tracking the stock performance of 500 leading companies listed on stock exchanges in the United States. It is one of the most commonly followed equity indices and in ...
diversified list of large U.S. corporations; in April 2010, it entered the
Fortune 500
The ''Fortune'' 500 is an annual list compiled and published by ''Fortune (magazine), Fortune'' magazine that ranks 500 of the largest United States Joint-stock company#Closely held corporations and publicly traded corporations, corporations by ...
for the first time.
Hype over video game publisher stocks has been breathless at two points:
* In the early 1990s, the introduction of
CD-ROM
A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains computer data storage, data computers can read, but not write or erase. Some CDs, called enhanced CDs, hold b ...
computer drives caused
hype about a
multimedia
Multimedia is a form of communication that uses a combination of different content forms, such as Text (literary theory), writing, Sound, audio, images, animations, or video, into a single presentation. T ...
revolution that would bring interactive entertainment to the masses. Several
Hollywood movie studios formed "interactive" divisions to profit in this allegedly booming new media.
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
The United States of America (USA), also known as the United States (U.S.) or America, is a country primarily located in North America. It is a federal republic of 50 U.S. state, states and a federal capital district, Washington, D.C. The 48 ...
, revenue from the sales of video and computer games exceeded revenue from
film
A film, also known as a movie or motion picture, is a work of visual art that simulates experiences and otherwise communicates ideas, stories, perceptions, emotions, or atmosphere through the use of moving images that are generally, sinc ...
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
Take-Two Interactive Software, Inc. is an American video game holding company based in New York City founded by Ryan Brant in September 1993.
The company owns three major Imprint (trade name), publishing labels, Rockstar Games, Zynga and 2K ...
achieved historical highs in the mid-2000s.
Publishers
List of largest video game companies by revenue
List of video game publishers
List of largest video game employers
References
{{Reflist
Video game development