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My Little Pony

Game

2 documents in the library are about My Little Pony, from writers such as Eludamos: Journal for Computer Game Culture and The Game Business. Each has a summary and key insights with the page they come from.

Documents
2
newest 19 May 2026

Connections

Each row is a game or company named alongside My Little Pony, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about My Little Pony

Cover of The D&D company is spending $1bn making video games, and none of them are games-as-a-service
23 min
The Game Business23 min

The D&D company is spending $1bn making video games, and none of them are games-as-a-service

Hasbro is currently executing a decade-long, $1 billion investment strategy to expand its footprint in the video game industry.

  • Hasbro is executing a $1 billion, decade-long investment strategy to expand its video game footprint, explicitly rejecting the games-as-a-service (GaaS) model in favor of premium, single-player experiences.
  • The company is prioritizing high-quality, 40-to-50-hour traditional PC and console titles to avoid the high volatility and low success rates associated with GaaS.
  • Hasbro’s portfolio strategy divides development between internal studios for core brands like Dungeons & Dragons and Magic: The Gathering, and external partnerships for casual or mobile properties like Monopoly Go.
The Game BusinessMay 2026
Cover of Gandalf on the Death Star: Levels of Seriality between Bricks, Bits, and Blockbusters
Article

Gandalf on the Death Star: Levels of Seriality between Bricks, Bits, and Blockbusters

Nørgård and Toft-Nielsen's article argues that digital seriality in playful franchises should be understood not as a corporately controlled process of transmedia world-building but as a plural, processual, and participant-driven phenomenon.

  • The article argues that digital seriality in playful franchises is plural, processual, and participant-driven rather than a corporately controlled process of transmedia world-building, using LEGO as its central case.
  • The authors find Henry Jenkins's transmedia storytelling concept too narrow and propose an expanded framework of "serialities-in-use" that includes transformational and transgressive fan engagement alongside franchise-directed world-building.
  • The model distinguishes intra-, inter-, and para-ludic levels of seriality, textual seriality (within immersive play worlds) from actional seriality (through embodied interaction design), and "drillable" vertical engagement from "spreadable" horizontal engagement.
Eludamos: Journal for Computer Game CultureDec 2014