The Industry of Landlords: Exploring the Assetization of the Triple-A Game

Open Access
Authors
Publication date 01-2022
Journal Games and Culture
Volume | Issue number 17 | 1
Pages (from-to) 47-69
Number of pages 23
Organisations
  • Faculty of Humanities (FGw) - Amsterdam Institute for Humanities Research (AIHR) - Amsterdam School for Cultural Analysis (ASCA)
Abstract

The monetization of the modern Triple-A game has undergone severe changes, as free-to-play revenue models and game as a service distribution strategy have become standard for game developers. To date, the established tradition of the industry’s political–economic analysis focused on the value extraction and user exploitation of video game as a cultural commodity, centered on the video game as generating value through the selling of boxed or digital units. In this article, we present a new analytical framework grounded in understanding the modern video game as an asset that continuously generates revenue for its owners. This theoretical lens encapsulates the changes in contemporary game development, distribution, and value generation. To demonstrate, we apply it to the analysis of the monetization strategies of three recent free-to-play Triple-A titles: Fortnite (2017), Apex Legends (2019), and Call of Duty: Warzone (2020).

Document type Article
Language English
Published at https://doi.org/10.1177/15554120211014151
Other links https://www.scopus.com/pages/publications/85105312935
Downloads
15554120211014151 (Final published version)
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