Companies focused on live service games find it hard to justify heavy investment in single-player titles; it may be high time for firms to pick a lane and stick with it
With several major titles pushed to 2023 and Microsoft’s first-party investments yet to bear fruit, it's a weak year for new games – but that also creates opportunities
Mojang joins many other firms in swearing off NFTs -- but more worryingly, it finds itself forced to police third-parties building NFT services on top of Minecraft
As the Digital Markets Act passes the European Parliament, legislation has caught up with many of the demands made by critics of Apple and Google's platform dominance
Gaming sessions are now routinely accompanied by the glow of a smart device to check hints and strategies online -- and many games are designed with this content ecosystem in mind
Sony is still playing catch-up with its Game Pass competitor -- but no streaming service has yet hit the magic formula that will appeal to a wide swathe of consumers, so it's all to play for
The launch of Diablo Immortal highlights how the momentum has gone out of legislative efforts against loot boxes, but it's far too early to get complacent.
Enormously expensive acquisitions of industry giants have become commonplace in recent years -- but economic factors may be about to stamp on the brakes.
The question of what Nintendo does after Switch is increasingly important, but breaking the curse of unsuccessful console follow-ups is a major concern
The pandemic has lit a spark under unionising drives across the industry -- but years of labour casualisation and abuse of sub-contracting relationships built up the tinder pile
With 2001's Max Payne the latest classic title to be slated for a full AAA budget remake, are the economics of the industry's remake boom starting to look precarious?
Supply and demand issues, coupled with some strategic moves from Microsoft and Nintendo, mean that PS4-era performance will be the industry's baseline for years
Professor at Seattle University Christopher A. Paul analyses why Apple's subscription service can make games built on free-to-play mechanics far less compelling to play