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This study uses a unique data set of individual video game titles to estimate the effect of an
exhaustive set of observable characteristics on the likelihood of a video game becoming a block-
buster title. Due to the long-tailed distribution of the sales data, both ordinary least squares and
logistic regression models are estimated. The results consistently show that blockbuster video
games are more likely to be released by one of the major publishers for popular hardware
platforms. Results also show that games of higher quality are significantly more likely to
sell a greater number of units than those of a lower quality. Copyright © 2013 John Wiley &
Sons, Ltd.
to-date sales for the Call of Duty series exceed those of The business model of video game publishers is
popular franchises ‘Star Wars’ and ‘Lord of the Rings’ becoming increasingly geared towards achieving the
(Eurogamer, 2011). goal of high sales volumes, with Aoyama and Izushi
Video game software is traditionally played on a (2003) demonstrating that software publishers face
range of different (and incompatible) hardware models, negligible marginal cost and high up-front development
commonly known as consoles. These consoles can (fixed) costs. Scale economies therefore dictate that
either be connected to a power outlet and a television blockbuster titles will earn huge profits, whereas
set or take the form of a handheld/portable device flops can generate financial disaster. Academic evidence
that are used outside of the home. Consoles are increasingly points to video gaming becoming an
manufactured by the Japanese companies Nintendo industry where a handful of titles are increasingly
and Sony, as well as the American company Microsoft sharing a majority of revenues (Coughlan, 2001).
whose consoles of the current hardware generation Shintaku and Ikuine (1999) suggest that 14% of titles
are the Wii, Playstation 3 (PS3) and Xbox 360, generate over 70% of industry sales. In the sample of
respectively. Additionally, both Nintendo and Sony video games titles analysed by Clements and Ohashi
have competing handheld platforms in the DS and (2004), it was acknowledged that the top 5% of titles
PSP, respectively. Figure 1 shows the cumulative had been responsible for more than 50% of software
North American sales of all of these consoles during revenue, whereas Shankar and Bayus (2003) claim that
the period analysed in this study (2004–2010), as only 10% of games earn a profit and nearly half of all
sourced from the analysis site VGChartz (2011). It titles sell fewer than 10 000 copies. In addition, the same
can clearly be seen that the Nintendo consoles have study argues that a blockbuster title can return 200–300
dominated other hardware platforms since 2007, with times the cost of production within a year and can also
the DS and Wii selling just over 50 and just under subsequently be exploited into a franchised series,
40 million units, respectively, up to the end of 2010. which helps to drive forward technological frontiers as
The Microsoft Xbox 360 follows as the home console a result of high consumer expectations with regard to
with the second largest installed user base in North subsequently released titles.
America, with just under 27 million units sold to date.
The consoles with the lowest sales figures in this
generation have been produced by Sony, with the 2. LITERATURE REVIEW
handheld PSP selling just over 21 million units and
the PS3 selling just over 18 million units in North The literature on the phenomenon of the blockbuster has
America up to the end of 2010. understandably tended to focus on Hollywood movies.
Copyright © 2013 John Wiley & Sons, Ltd. Manage. Decis. Econ. 35: 189–198 (2014)
DOI: 10.1002/mde
WHAT MAKES A BLOCKBUSTER VIDEO GAME? 191
Studies by De Vany and Walls (1999), Prag and The dependent variable used in the empirical
Casavant (1994), Smith and Smith (1986), Sochay analysis is the lifetime unit sales of games released
(1994) and Wallace et al. (1993) have all investigated in the US up to September 2010, which were collected
the success determinants of films. Collins et al. (2002) from an online database maintained by VGChartz.
examine the UK film market, attempting to empirically com. Figure 2 shows a graphical representation of
estimate the influence of a variety of factors that the dependent variable, where the heavily tailed
contribute to a blockbuster. They emphasise the prob- nature of the distribution is obvious. This supports
lems of using ordinary least squares (OLS) regression various claims from the literature that a minority of
where there is a heavily tailed distribution and instead titles are responsible for a disproportionally high
advocate the use of a transformation of the dependent proportion of total sales, with the top 10% of titles
variable into binary form. observed to be responsible for over 54% of total unit
There is a relatively limited academic literature sales. Just under 28% of titles in the sample sold
focusing on the factors that define blockbuster video fewer than 100 000 copies. The long-tailed nature
game titles. One of the earliest mentions of gaming in of the variable can be demonstrated via a compari-
this context was by Neuman (1991), where video games son of the mean and median value, where the
were described as a ‘hits business’. Subsequent studies median title sold 190 000 copies against a mean of
by Cringely (1996) and Williams (2002) looked into 480 000.
the so-called ‘killer apps’, which are so desirable as to The long-tailed nature of the unit sales variable
induce consumers to go out and spend several hundred is more formally analysed using the STABLE
dollars on the hardware necessary just to be able to play software package written by John Nolan. Four
them. Gallagher and Park (2002) suggest that technolog- parameters are reported on the heavy-tailed
ical advances allow for better imagining of established distribution in Table 1, these being a the tail index
franchises, often providing in-house killer apps. This (where 0 ≤ a ≤ 2), b the skewness parameter (where
conclusion is further supported by the work of Evans 1 ≤ b ≤ 1), g the scale parameter (where g ≥ 0) and
et al. (2005), who find that virtually all killer apps have d the location parameter. As the estimated value of
been produced by console manufacturers themselves, b is exactly equal to 1, this implies that the quantile
the one exception being Sony’s Playstation, which estimators should be used in favour of the maximum
achieved major success in the absence of a killer app. likelihood estimators. Of these quantile estimations,
Instead, Sony was able to attract a variety of software only the ‘S0’ parameterisations are reported, where
from a wider range of developers though the simplicity these are based on the Zolotarev’s (1983) M for an
of their development tools. alpha stable distribution with skewness = b, as well
More recently, Binken and Stremersch (2009) as an intuitive interpretation relative to other parame-
distinguish between the different terminologies used to ters. All three outputs estimate the value of a to be
define a successful game. They suggest that high quality 1.0573, which implies that the variance of the unit
games are ‘superstars’, ‘hits’ or ‘blockbusters’ refer to
titles with high sales volumes and ‘killer app’ refers to
software that allows one hardware platform to dominate
another. This study also finds evidence of a positive, 16000
monotonically increasing relationship between quality
14000
of particular games and both software unit sales and
U.S. Unit Sales (000s)
2000
3. DATA 0
250 500 750 1000 1250 1500 1750
Observation
The data set used in this study represents a snapshot of
the US video game market during September 2011. Figure 2. Plot of dependent variable (US unit sales, 000s).
Copyright © 2013 John Wiley & Sons, Ltd. Manage. Decis. Econ. 35: 189–198 (2014)
DOI: 10.1002/mde
192 J. COX
Copyright © 2013 John Wiley & Sons, Ltd. Manage. Decis. Econ. 35: 189–198 (2014)
DOI: 10.1002/mde
WHAT MAKES A BLOCKBUSTER VIDEO GAME? 193
variable included to control for the passage of time in are likely to have sold more copies than relatively
the data set, the estimated value of the coefficient newer games. However, it is interesting to note that
attached to this variable is entirely intuitive. Simply the passage of time is found to result in only a
put, games that have been available for a longer period relatively small increase in sales, which indicates that
Copyright © 2013 John Wiley & Sons, Ltd. Manage. Decis. Econ. 35: 189–198 (2014)
DOI: 10.1002/mde
194 J. COX
a vast majority of activity takes place in the period sales observed for a major publisher is Eidos, with
immediately following release. The other control sales on average being around 13% less than non-
variables included to reflect the hardware platform major publishers. Major publishers, particularly
are also found to have a significant influence on unit Nintendo, are therefore found to be associated with
sales, with all measurements taken relative to the significant differences in the unit sales of video games
control case of the Xbox 360. Titles for handheld titles. It should also be noted that three of the largest
platforms are found, on average, to sell significantly estimated influences on unit sales relate to the three
fewer copies than for home platforms, with games hardware manufacturers Nintendo, Microsoft and
for the Sony PSP and the Nintendo DS (NDS) selling Sony. To an extent, this reinforces the findings of
on average 30% and 13% less than Xbox 360 games, Evans et al. (2005) that suggest killer apps are
respectively. Among the home consoles, PS3 games almost always produced by hardware manufacturers
were found to sell around 7% fewer copies than the themselves.
base case, whereas Nintendo Wii games sold around Table 2 also contains a preferred model specifica-
5% more on average, with the latter estimate not found tion, which excludes any variables not found to be
to be statistically different from zero. This clearly significant at the 95% confidence interval or above.
matches the pattern of sales trends presented in The estimated parameters are largely consistent with
Figure 1, where the Xbox 360 and Nintendo Wii are those appearing in the general specification, with the
seen to be the home consoles with the highest installed same signs and relative orders of magnitude observed
user bases, the former particularly offering network for all remaining model variables. The largest varia-
externalities through the provision of its XBox Live tions from the original specification are observed for
service. However, the reduced average sales levels the platform-dummy variables (showing an 18% and
observed for the NDS are somewhat puzzling given 33% reduction in sales relative to the base case of
the number of hardware units sold, perhaps indicating the Xbox 360 for NDS and PSP titles, respectively,
that handheld console owners tend to buy relatively rather than the 13% and 29%, respectively, estimated
fewer games on average compared with home console in the original regression). Otherwise, the parameter
owners. estimates common to both models seem to be largely
Relative to the base case of the action genre, a consistent.
number of specific game types are found to associate However, even allowing for the logarithmic
with significantly different average sales. Adventure, transformation applied in the above regressions, OLS
sport and strategy genres are found to reduce unit sales regressions are likely to produce biased results due to
by about 10%, 10% and 15%, respectively, whereas the long-tailed nature of the dependent variable. Thus,
educational games are found to sell around 37% more to check for robustness, a series of binary logistic
copies on average compared with the base case. regressions are specified in Table 4 where the
Additionally, some of the viewpoints taken by the dependent variable reflects whether or not the particu-
player are also found to affect unit sales on average lar observation represents a blockbuster title. The
relative to the first person. Platform and third-person independent variables in these regressions are identi-
perspectives are found to associate with sales increases cal to those outlined in Equation (1) and detailed in
of around 11% and 5%, respectively, whereas a top- Table 2. The model output from logistic regressions
down view is found on average to reduce unit sales is specified as follows:
by around 8%. Finally, the release of a game through 0
Copyright © 2013 John Wiley & Sons, Ltd. Manage. Decis. Econ. 35: 189–198 (2014)
DOI: 10.1002/mde
WHAT MAKES A BLOCKBUSTER VIDEO GAME? 195
These thresholds accord with a proportion of the over- is found to increase as the unit sales threshold
all sample of around 1%, 4% and 11%, respectively. employed becomes higher, with the probability of
In common with the OLS output, the metacritic review achieving blockbuster status expected to increase by
score is found to have a highly significant association between 22% and 9% for every one unit increase in
with unit sales at above the 99% confidence interval. the review score, depending upon the chosen thresh-
This provides stronger evidence that better quality old. This finding indicates that high quality becomes
games are more likely to become blockbusters. more important in determining success among the
However, the influence of this variable at the margin very top blockbusters. Games rated for a teen audience
Copyright © 2013 John Wiley & Sons, Ltd. Manage. Decis. Econ. 35: 189–198 (2014)
DOI: 10.1002/mde
196 J. COX
are found to be less likely to become blockbusters at In each of these logistic regressions, the platform of
higher thresholds. This indicates an inverted ‘U’-shaped release is found to have a significant influence on the like-
relationship between age rating and likelihood of lihood of a video game title becoming a blockbuster.
success, whereby games targeted at a general or However, in contrast to the findings from the OLS regres-
mature audiences are both found to be more likely to sions, the only platforms that are found to have a statisti-
become blockbusters at higher thresholds than those cally significant (negative) influence are the Sony PS3
aimed at a teen audience. Higher numbers of players and PSP consoles, with the latter associated with a much
allowed by the game at any one time are associated with higher reduction than the former. In common with the
a higher probability of success, with the associated OLS regression output, educational titles are found to
coefficient found to be statistically significant at the have a significantly higher probability of achieving block-
95% confidence interval when the threshold is set at buster status at all three indicative thresholds relative to
either one or two million units sold, but not when the the action genre, whereas sports and strategy titles are sig-
threshold is set to half a million units. nificantly lower. For educational titles, the increased
Copyright © 2013 John Wiley & Sons, Ltd. Manage. Decis. Econ. 35: 189–198 (2014)
DOI: 10.1002/mde
WHAT MAKES A BLOCKBUSTER VIDEO GAME? 197
likelihood of success is relatively consistent across the The data set incorporates information on the quality
three blockbuster thresholds. In the case of sports and of gameplay experience from Metacritic, gameplay
strategy genres, there is a clear reduction in the reduced characteristics from the video games database
probability of success at the lowest sales threshold maintained by MobyGames and lifetime US unit sales
compared with the two highest. There are also several sta- from VGChartz. Due to the long-tailed nature of the
tistically significant coefficients attached to each of the dependent variable, OLS regressions of the logarithm
player viewpoint variables relative to the first person, al- of unit sales are estimated alongside binary logistic
though there does not seem to be a particularly consistent regressions based on three different thresholds of sales
pattern across different thresholds or particular view- success. The results indicate that three factors are
points. Side-scrolling perspectives are always found to as- consistently and significantly associated with an
sociate with a reduced probability of blockbuster status, increased probability of a given title achieving a high
but only significantly so where the threshold is set at ei- volume of sales. Blockbuster games are more likely
ther one or two million copies sold. Platform and third- to be released by major publishers, particularly
person viewpoint titles are found to have an increased Activision, Nintendo, Rockstar or Sony, and are also
probability of success relative to the base case, but only more likely to be released on popular home platforms.
significantly so where the threshold is set at half a million Finally, successful video games are found in every
units sold. Particular publishers are also found to be asso- model specification to be, on average, better quality
ciated with significantly different probabilities of success, titles than less successful titles. As quality is proxied
with consistent results found for Activision, Nintendo, by critical response, this paper offers evidence to
Rockstar and Sony, which are all found to be associated suggest that the purchasing decisions of consumers
with statistically significantly higher probabilities of re- are strongly influenced by review scores.
leasing games that achieve blockbuster status across all The significant managerial implications of these
three thresholds. Generally, major publishers are found findings are twofold. Firstly, for a developer or pub-
to have a strong, positive influence on the probability of lisher to maximise the chances of securing a block-
success, with any negative parameters generally being ei- buster release, the selection of appropriate hardware
ther inconsistent across thresholds or lacking statistical platform is found to be vitally important. Blockbuster
significance. The only significant negative coefficient es- titles tend to be released on home platforms with higher
timated across the three specifications is for Konami installed user bases that allow for increased exploitation
when the threshold is lowered to half a million units sold. of network externalities via online interactions. During
In summary, after modelling the data in a number of the period under analysis, it would appear that the
different ways, certain characteristics are consistently Xbox 360 is the hardware platform that best fits this
found to associate with an increased likelihood of a description, as Xbox Live typically offers a better
video game achieving blockbuster status. These are quality online experience than that of the Nintendo
the metacritic review score, which proxies for the Wii, whereas the PS3 lacks the installed user base.
quality of the game, the platform for which the title is Secondly, as quality is found to be one of the most
released, which proxies for the size of the installed user important factors affecting the likelihood of a video game
base and the publisher of the title, which potentially becoming a blockbuster, optimisation of the gameplay
proxies for both marketing effort and subjective experience would seem to have considerably more impact
elements of gameplay that affect the utility derived by on sales than, say, paying for a license or franchise en-
the player. Therefore, a game that has the best chance dorsement. This may challenge conventional wisdom re-
of becoming a blockbuster would need to be released lating to the most effective use of available resources in
on popular platforms by a major publisher, while also the development of a potential blockbuster.
offering a high-quality gameplay experience.
Acknowledgement
I would like to thank James Tarbuck for his assistance in compiling
5. CONCLUSION the data set used as part of the empirical analysis in this paper.
Copyright © 2013 John Wiley & Sons, Ltd. Manage. Decis. Econ. 35: 189–198 (2014)
DOI: 10.1002/mde
198 J. COX
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Copyright © 2013 John Wiley & Sons, Ltd. Manage. Decis. Econ. 35: 189–198 (2014)
DOI: 10.1002/mde