『Gaming Business with Fexingo: Studios, Publishers, and Interactive Entertainment Companies』のカバーアート

Gaming Business with Fexingo: Studios, Publishers, and Interactive Entertainment Companies

Gaming Business with Fexingo: Studios, Publishers, and Interactive Entertainment Companies

著者: Fexingo
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Lucas and Luna explore the business of gaming — not the latest releases, but the balance sheets, studio dynamics, and strategic decisions behind them. Each episode picks a company like Electronic Arts, Tencent, or Embracer Group and examines its recent earnings, studio acquisitions, or publishing deals. They talk about why Microsoft bought Activision Blizzard, what the Unity runtime fee means for indie developers, and how Netflix's gaming push fits its streaming strategy. Lucas brings the numbers and market context; Luna tests assumptions and considers the creative tension inside studios. Their conversations avoid hype and focus on real data: revenue per title, subscriber churn for Game Pass, or the profitability of free-to-play models. Listeners get a clear, specific view of how gaming companies actually make money, where the risks are, and what the next moves might be. This show is for people who follow the business press but want a deeper look at an industry where entertainment and technology collide. No hot takes, no previews — just the economics of interactive entertainment, one company at a time. #GamingBusiness #VideoGameIndustry #GameStudios #GamePublishing #InteractiveEntertainment #GameDevelopment #EarningsAnalysis #GamePass #MobileGaming #FreeToPlay #Esports #GameAcquisitions #EmbracerGroup #Tencent #ElectronicArts #Business #FexingoBusiness #BusinessPodcast Keep every episode free: buymeacoffee.com/fexingo© 2026 Fexingo. All rights reserved. 経済学
エピソード
  • Why Game Studios Build Their Own Middleware
    2026/09/10
    We examine why major game publishers are shifting from licensed engines to proprietary internal tooling. With development costs for top-tier titles climbing past one hundred million dollars, studios like Epic and Ubisoft are building custom rendering pipelines and physics systems to reduce dependency on third-party vendors. This episode explores the technical debt, the talent wars, and the strategic moat created when a studio controls its own core technology stack rather than renting it. #GameDevelopment #ProprietaryTech #FexingoBusiness #BusinessPodcast #SoftwareEngineering #TechStrategy #EpicGames #Ubisoft #RenderingEngines #InternalTools #CostManagement #GamePublishers #TechnicalDebt #EngineArchitecture #LiveServiceGames #StudioOperations #TechMoats #InteractiveEntertainment Keep every episode free: buymeacoffee.com/fexingo
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    13 分
  • Why Game Studios Are Building Their Own Middleware
    2026/09/09
    Game development has become a software engineering arms race. In this episode, we look at why major publishers are no longer just buying tools but building their own internal middleware to control costs and IP security. We examine the shift from third-party licensing to in-house ecosystems, using specific examples of how studios like CD Projekt Red and Riot Games have structured their proprietary pipelines. The conversation explores the hidden economics of engine customization, the talent war for technical artists, and whether vertical integration is the only way to survive the rising cost of player expectations. #GameDevelopment #Middleware #InHouseTools #CDProjektRed #RiotGames #TechnicalArtistry #GameEngines #SoftwareArchitecture #PipelineOptimization #AssetManagement #GameStudioBusiness #InteractiveEntertainment #TechDebt #VerticalIntegration #FexingoBusiness #BusinessPodcast #GamingIndustry #DeveloperProductivity Keep every episode free: buymeacoffee.com/fexingo
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    10 分
  • How Game Studios Survive Player Burnout
    2026/09/08
    Most live-service games fail not because of bad mechanics, but because players quit from exhaustion. This episode examines the economics of player fatigue, using Bungie’s decision to sunset Destiny 2’s light-level grind and Microsoft’s shift toward asynchronous multiplayer as case studies in reducing cognitive load. We look at data on session length, churn rates after major updates, and why the industry is moving away from daily check-ins toward more sustainable engagement models. If you are building products that require daily attention, this breakdown of retention versus burnout offers a crucial lesson in respecting user time. #GameBusiness #LiveServiceGames #PlayerRetention #BurnoutCulture #Bungie #MicrosoftGaming #Destiny2 #UserExperienceDesign #ChurnRate #SessionLength #GameMonetization #DigitalWellbeing #FexingoBusiness #BusinessPodcast #TechTrends #GamingIndustry #ProductStrategy #ConsumerPsychology Keep every episode free: buymeacoffee.com/fexingo
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    8 分
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