Video Games: Budget and Success Research Paper

Exclusively available on Available only on IvyPanda® Made by Human No AI

Introduction

Presently, video games can be considered huge contributors to the world economy. The budgets of some digital games can exceed hundreds of millions of dollars. For instance, one of the most expensive games is “Grand Theft Auto 5” developed by Rockstar. According to Villapaz (2013), its creation and marketing cost was estimated at 256 million dollars. The game was exceptionally well met by critics and audience and stays popular even today.

On the other hand, there are games such as “APB: All Point Bulletins” with a total budget of over 100 million dollars which received only 56% on the popular gaming review agency, Metacritic (“APB (All Points Bulletin),” n.d.). Both games were developed by experienced professionals, but the results seem to be different. Such considerations invoke the idea of the relevance of spendings for the quality of the product as well as market reaction. In light of this notion, there arises a question: can a large budget be a solid predictor of a game’s quality and user’s perception?

Rationale

The relevance of this question resides with the fact that the gaming industry is full of rather unpopular games created by small studios. If the research could shed light on the link between cost and reception, then probably there may form a tendency to allocate massive investments with prospective projects. In terms of social influence, the answer to the proposed question may add another factor to consider to buyers’ selection process. In addition, this research may be interesting because of the value games create and the influence they produce on gamers. Marchand and Hennig-Thurau (2013) argue that the properties of the user network are, to a certain degree, connected with the game quality itself.

A rare game, except mass-multiplayer ones, has a pre-formed community, and the launching of a well-developed project seems to form a solid fan base. Yet, the authors mention that this topic is not supported by high-quality research (Marchand & Hennig-Thurau, 2013). In light of this the current study question, if answered, could provide insight into how the number of resources spent on the game contributes to the formation of such a community.

The sphere of research devoted to games is to a large extent undeveloped or concentrated on the negative effects of games on the individual’s personality (Marchand & Hennig-Thurau, 2013). The insufficiency of high-quality research undermines the adequate perception of games as a scientific and social phenomenon as well as an integral part of the digital content. Thus, there is a need for diversification of the research, and exploration of video games from a variety of angles implementing a mixed socioeconomic and psychological approach.

Status

The research is currently in the planning phase where relevant supportive materials are being identified reviewed. The materials include peer-reviewed research articles, trusted and well-known websites, newspapers, and books. The desirable information that those sources would hopefully contain includes statistical data on game development budgets, reviews, and public reception. The expected outcome of the study is the qualitative expression of the relationship between the cost, quality, and appraisal.

On a global scale, the research would conceivably allow us to understand what contributes to the production of an excellent game and what mechanisms form and influence society’s perceptions. The proposed thesis statement is as follows: despite the fact that not all games with many resources manage to conquer the market, the game development budget positively influences the product’s quality and audience perceptions because the increased spendings often allow hiring higher-grade professionals.

References

. (n.d.). Web.

Marchand, A., & Hennig-Thurau, T. (2013). Value creation in the video game industry: Industry economics, consumer benefits, and research opportunities. Journal of Interactive Marketing, 27(3), 141-157.

Villapaz, L. (2013). . International Business Times. Web.

More related papers Related Essay Examples
Cite This paper
You're welcome to use this sample in your assignment. Be sure to cite it correctly

Reference

IvyPanda. (2021, May 16). Video Games: Budget and Success. https://ivypanda.com/essays/video-games-budget-and-success/

Work Cited

"Video Games: Budget and Success." IvyPanda, 16 May 2021, ivypanda.com/essays/video-games-budget-and-success/.

References

IvyPanda. (2021) 'Video Games: Budget and Success'. 16 May.

References

IvyPanda. 2021. "Video Games: Budget and Success." May 16, 2021. https://ivypanda.com/essays/video-games-budget-and-success/.

1. IvyPanda. "Video Games: Budget and Success." May 16, 2021. https://ivypanda.com/essays/video-games-budget-and-success/.


Bibliography


IvyPanda. "Video Games: Budget and Success." May 16, 2021. https://ivypanda.com/essays/video-games-budget-and-success/.

If, for any reason, you believe that this content should not be published on our website, please request its removal.
Updated:
This academic paper example has been carefully picked, checked and refined by our editorial team.
No AI was involved: only quilified experts contributed.
You are free to use it for the following purposes:
  • To find inspiration for your paper and overcome writer’s block
  • As a source of information (ensure proper referencing)
  • As a template for you assignment
Privacy Settings

IvyPanda uses cookies and similar technologies to enhance your experience, enabling functionalities such as:

  • Basic site functions
  • Ensuring secure, safe transactions
  • Secure account login
  • Remembering account, browser, and regional preferences
  • Remembering privacy and security settings
  • Analyzing site traffic and usage
  • Personalized search, content, and recommendations
  • Displaying relevant, targeted ads on and off IvyPanda

Please refer to IvyPanda's Cookies Policy and Privacy Policy for detailed information.

Required Cookies & Technologies
Always active

Certain technologies we use are essential for critical functions such as security and site integrity, account authentication, security and privacy preferences, internal site usage and maintenance data, and ensuring the site operates correctly for browsing and transactions.

Site Customization

Cookies and similar technologies are used to enhance your experience by:

  • Remembering general and regional preferences
  • Personalizing content, search, recommendations, and offers

Some functions, such as personalized recommendations, account preferences, or localization, may not work correctly without these technologies. For more details, please refer to IvyPanda's Cookies Policy.

Personalized Advertising

To enable personalized advertising (such as interest-based ads), we may share your data with our marketing and advertising partners using cookies and other technologies. These partners may have their own information collected about you. Turning off the personalized advertising setting won't stop you from seeing IvyPanda ads, but it may make the ads you see less relevant or more repetitive.

Personalized advertising may be considered a "sale" or "sharing" of the information under California and other state privacy laws, and you may have the right to opt out. Turning off personalized advertising allows you to exercise your right to opt out. Learn more in IvyPanda's Cookies Policy and Privacy Policy.

1 / 1