Gamification

How Games as a Service (GaaS) and Transmedia Strategies Sustain Video Game Franchises, Part II

How Games as a Service (GaaS) and Transmedia Strategies Sustain Video Game Franchises, Part II

In Part II, this part of the study moves from industry context to empirical analysis, translating strategic questions into evidence-based insights drawn from primary research. While Part I established the historical and market foundations of Games as a Service (GaaS) and transmedia adaptation and framed the challenges of player retention, monetization, and franchise longevity, Part II examines how these dynamics operate in practice. Using findings from a 1,159-response U.S. consumer survey, nine industry interviews with developers, influencers, and experiential professionals, as well as supporting secondary research, this section analyzes player behavior perceptions and expectations. Part II identifies the mechanisms that drive sustained engagement and trust in live service ecosystems, evaluates the effectiveness of current GaaS and transmedia strategies, and surfaces actionable insights that inform the strategic recommendations presented in the final chapter.

How Games as a Service (GaaS) and Transmedia Strategies Sustain Video Game Franchises, Part I

How Games as a Service (GaaS) and Transmedia Strategies Sustain Video Game Franchises, Part I

This study provides a foundational analysis of how live-service game models and transmedia strategies are reshaping the contemporary video game industry, with a particular focus on Games as a Service (GaaS), player engagement, and franchise longevity. As gaming continues to outpace film and television as the world’s most lucrative entertainment sector, publishers face growing pressure to sustain player communities, balance monetization with satisfaction, and extend intellectual property beyond the game itself. Part 1 examines the historical evolution of GaaS and game adaptations, situating SEGA’s legacy within today’s competitive landscape. Drawing on existing literature, industry reports, and market context, this section frames the central research questions and methodological approach that guide the study. By establishing the strategic challenges and opportunities facing live-service games and transmedia franchises, Part 1 lays the conceptual groundwork for the data-driven analysis and recommendations presented in Part 2.

Part II - The Role of AI in Evolving Game Ecosystems and Player Dynamics

Part II - The Role of AI in Evolving Game Ecosystems and Player Dynamics

This study advances Part II by translating Scopely’s strategy into an execution plan across three tracks - NPC innovation, intelligent monetization, and ethical LiveOps - supported by new evidence from a 1,159-response consumer survey, nine expert interviews (developers, influencers, and experiential professionals), and secondary industry research. Part I established the market context for AI’s disruptive potential and identified three priorities: live operations evolution, commerce optimization, and advanced player analytics. The goal of this phase is to pinpoint the highest-leverage AI applications that deepen gameplay engagement, convert payment resistance through demonstrated value, and safeguard community trust. Accordingly, Part II outlines actionable playbooks (context-aware NPCs and adaptive narratives), platform tactics (purchase-aligned mobile personalization and cross-play integration), and operational models (behavior-based matchmaking and transparency protocols) designed to drive scalable, technology-led growth while preserving the integrity of shared human play.

Consumer Habits and Wants in AR, VR and the Metaverse

Consumer Habits and Wants in AR, VR and the Metaverse

Researchers conducted surveys and industry expert interviews to understand current and future consumer demand for AR, VR and Metaverse entertainment options. The survey indicated that consumers were most interested in using AR and VR to enhance experiences in concerts, educational content, and gaming. Respondents also indicated that they were interested in joining the metaverse to participate in social experiences and to attend live music events. The research unveiled generational differences, emerging opportunities, and trends to follow to best meet consumer demands.

Leveling Up Together: Inclusive Marketing Strategies for a Diverse Gaming Community

Leveling Up Together: Inclusive Marketing Strategies for a Diverse Gaming Community

Research by a Master of Entertainment Industry Management team examined the current gaming landscape, allowing their video game marketing client, Cheat Code (a division of Omelet) to  develop effective strategies that resonate with the diverse audience of midcore and hardcore games. They found that Diversity, Equity, and Inclusion (DEI) initiatives incorporated by a gaming company can increase players' willingness to participate in the communities.

How AI Is Used in Video Games: The Sims 4 and Red Dead Redemption 2

How AI Is Used in Video Games: The Sims 4 and Red Dead Redemption 2

Artificial intelligence (AI) has been fundamental since the 1950s in game design and development, but a subset of AI called generative artificial intelligence (GenAI) is now deployed in nearly all video games to create clever, responsive, or adaptive behaviors. This article examines the unique cases of Generative AI in 2 incredibly popular video games: The Sims 4 and Red Dead Redemption.

Aristotle & Gaming Case Studies (Tragedy is Fun: Aristotle Revisited)

Aristotle & Gaming Case Studies (Tragedy is Fun: Aristotle Revisited)

As noted in How Video Games Can Serve as an Engagement Experience, video games, particularly RPGs, are widely popular and engaging with exceptional character and plot structure. The Elder Scrolls V: Skyrim and The Witcher 3: Wild Hunt exemplify Aristotle’s model of dramatic tragedy in a modern form. These case studies prove that video games are fun, tragedy is fun, and by marrying the two, arts organizations can experiment with exciting new forms of audience engagement!

How Video Games Can Serve as an Engagement Experience

How Video Games Can Serve as an Engagement Experience

The expansion of technology has enabled a wide array artistic growth in innumerable forms - often taking a life or genre of its own. One artistic form that has dominated the market since technology has become common in society is video games. The materials below serve as introductory infographics for arts organizations, detailing core considerations and a streamlined video game planning process. Additionally, it lists common employees needed to conduct video game production, common engines and coding languages used and their learning difficulty levels, so that arts organizations can jumpstart their gaming creations of their already-mastered craft.

Implementing Gamification for Museum Engagement

Implementing Gamification for Museum Engagement

The pandemic changed the art ecosystem, including the use of gamification in museums. With gamification, the museum experience expands beyond the memory of looking at art or artifacts to the feelings of enjoyment that a game or activity evokes. This articles looks at examples of gamification in museums from around the world, including both low-tech and completely online experiences.

Considerations for Gamifying Education

Considerations for Gamifying Education

Educators who are interested in implementing gamification into their lessons should consider their goal and learning style of their students. This article details three important factors to consider when planning a gamified learning experience: motivation, generational differences, and design. The article also includes examples of applications that use gamification in music learning that can be applied by arts managers.

Build Interactivity into Public Art: Technology Interventions

Build Interactivity into Public Art: Technology Interventions

One key element that differs public art from art produced for display in museums and galleries is that public art is often site-specific. It is critical to make public art more reflective of the place and community in which it resides through interactive and participatory approaches. How can technology contribute to the systems and interventions designed to drive public engagement?

Twitch: Fundraising Platform and Streaming Service

Twitch:  Fundraising Platform and Streaming Service

Whether you have heard of the social gaming platform called Twitch or not, it is definitely something to keep on your radar for potential uses for fundraising and audience engagement. Founded in 2011, Twitch began its business focusing on video gaming, however in 2015 it added a creative channel where “streamers” could specify their artistic content. Recently, Twitch has been highlighted as a premiere location for raising significant funds from dedicated fans who are moved by a cause. In fact, last year Twitch raised $75 million for 100 different charities. With the advent of creative content streams, it seems unusual that the nonprofit arts sector is not engaging with current and future audiences and donors on the site.

Gamification in Arts Education

Gamification in Arts Education

Recently, arts organizations have also sought to gamify different aspects of their institutions to engage visitors, increase fundraising, or improve marketing objectives. Although many industries—like the arts—are developing gamification concepts, many are not applying them in the most effective way. For educational programs to effectively gamify the learning experience they must understand gamification and all its parts.

Hollywood Stock Exchange: A League of Its Own

Hollywood Stock Exchange: A League of Its Own

First launched in 1996, HSX is a free web-based multiplayer gaming simulator of American film industry. The rules are simple: players use virtual currency to buy, sell, short and cover “shares” of films, directors, actors and other related virtual securities. Although the exchange is entirely fictional, it reacts to actual industry-related news, making itself a community and information hub for both professionals and enthusiasts in the film industry.