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The Role of the Consumer: From Sales to Co-production

In: Changing the Rules of the Game

Author

Listed:
  • Peter Zackariasson
  • Timothy L. Wilson

Abstract

In 2012 Tim Schafer raised more than $1 million in less than 24 hours towards his next video game development - not from a big-name publisher, but from fans alerted to the project on Twitter and Facebook (Snider, 2012). Reflecting on this rapid response, industry analyst Wanda Meloni commented: ‘I think there is a growing pent-up demand for really good, creatively designed games that aren’t coming out of the big publishers’ (Snider, 2012: 5B). This development signals a full circle return of the importance of the consumer in video game development. In the initial stages of the industry developers and consumers were peers - individuals programming computers for their own entertainment. As commercial interests grew, users became the targets for sales and thus the indirect sponsors of development. Now, as Tim Schafer’s experience shows, they are becoming more directly involved in the financing of games. Always, however, it was the consumer who both provided and was a user of value in these games.

Suggested Citation

  • Peter Zackariasson & Timothy L. Wilson, 2013. "The Role of the Consumer: From Sales to Co-production," Palgrave Macmillan Books, in: Sabine Hotho & Neil McGregor (ed.), Changing the Rules of the Game, chapter 3, pages 48-64, Palgrave Macmillan.
  • Handle: RePEc:pal:palchp:978-1-137-31841-1_4
    DOI: 10.1057/9781137318411_4
    as

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