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Pac-Man

Game

21 documents in the library are about Pac-Man, from writers such as Game Developers Conference, Bandai Namco and DiGRA. Each has a summary and key insights with the page they come from.

Connections

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

Key figures from the reports

Documents about Pac-Man

Cover of Grand Theft Auto VI Pre-Orders 'Vastly' Beat Expectations, Take-Two CEO Tells Me
21 min
Jason Schreier21 min

Grand Theft Auto VI Pre-Orders 'Vastly' Beat Expectations, Take-Two CEO Tells Me

Take-Two Interactive’s recent earnings call confirms that Grand Theft Auto VI remains on schedule for a November 19, 2026, release.

  • Grand Theft Auto VI is confirmed for release on November 19, 2026, with Take-Two Interactive maintaining this date despite industry-wide risks of delays.
  • Take-Two CEO Strauss Zelnick cautioned that high pre-order numbers may reflect 'demand pulled forward' rather than an increase in total lifetime sales, noting that the company lacks historical data to accurately forecast the demand curve for a launch of this magnitude.
  • Take-Two's fiscal year 2026 revenue reached $6.7 billion, with 78% ($5.2 billion) derived from recurrent consumer spending in live-service titles like GTA Online and NBA 2K, while only 22% ($1.4 billion) came from full game sales.
Jason SchreierAug 2026
Cover of A Primer on AI in the 2026 Games Industry
Article

A Primer on AI in the 2026 Games Industry

Artificial intelligence in the video game industry has transitioned from rule-based, theatrical systems designed to simulate character behavior to sophisticated machine learning frameworks that underpin modern development pipelines.

  • AI has been used in games since the early 1980s, initially for 'Game AI' in non-player characters (NPCs) and procedural content generation, as seen in games like Pac-Man (1980) and Rogue (1980).
  • The impact of deep learning since the early 2010s has led to significant, often unnoticed, AI applications in game development, such as Xbox Live's TrueSkill matchmaking (Halo 2, 2004) and machine learning bots for bug finding and game balance in titles like Ubisoft's For Honor and Rainbow Six Siege.
  • Generative AI is already part of game development, particularly in non-creative fields like business admin, finance, production, and marketing, with around 50% of studios using it in these areas.
AI and GamesJul 2026
Cover of What Final Boss Sour x Pac-Man Gets Right About Brand Collaboration
Article

What Final Boss Sour x Pac-Man Gets Right About Brand Collaboration

The collaboration between Final Boss Sour and the Pac-Man intellectual property serves as a case study for effective brand partnerships within the consumer packaged goods and gaming sectors.

  • The Final Boss Sour and Pac-Man collaboration generated $525,000 in revenue between its January 2026 launch and the report date.
  • The partnership established the co-branded product as Final Boss Sour’s second best-selling stock keeping unit, indicating high consumer adoption and repeat purchase rates.
  • Successful brand partnerships rely on intuitive alignment between a brand’s identity and the cultural resonance of the licensed intellectual property.
GFR FundJun 2026
Cover of Which Games Should Be Olympic Esports? | Design Club
99 min
Extra Credits99 min

Which Games Should Be Olympic Esports? | Design Club

The integration of esports into the Olympic framework requires a strategic shift away from digital simulations of traditional physical sports toward titles that offer unique, high-skill competitive structures.

  • Olympic esports should prioritize games with automated, objective scoring systems to eliminate the need for subjective human judging.
  • Future selection criteria must favor titles that balance high technical skill ceilings with spectator accessibility, avoiding games that rely on excessive complexity or rote memorization.
  • Rocket League, League of Legends, Counter-Strike, and Tekken are identified as ideal candidates due to their clear rulesets and established professional ecosystems.
Extra CreditsNov 2025
Cover of Life beyond Elden Ring: A rare interview with Bandai Namco Entertainment CEO Nao Udagawa
18 min
The Game Business18 min

Life beyond Elden Ring: A rare interview with Bandai Namco Entertainment CEO Nao Udagawa

Bandai Namco Entertainment CEO Nao Udagawa outlines a strategic vision centered on balancing third-party partnerships with an increased focus on internal development capabilities.

  • Bandai Namco is shifting its strategic focus toward balancing third-party partnerships with a greater emphasis on internal development capabilities.
  • The company is using the success of its partnership with FromSoftware on Elden Ring as a primary benchmark for future development standards and global marketing strategies.
  • To mitigate rising development costs, the firm is maintaining a diversified portfolio that spans from large-scale AAA blockbusters to smaller projects.
The Game BusinessNov 2025
Cover of Can Atari make its retro games strategy profitable?
29 min
The Game Business29 min

Can Atari make its retro games strategy profitable?

Atari is currently navigating a strategic pivot toward becoming a leader in the retro gaming sector, focusing on high-quality remasters, remakes, and sequels to classic intellectual properties.

  • Atari is executing a strategic pivot to focus on high-quality remasters and remakes of classic intellectual properties, supported by the acquisitions of specialized studios Digital Eclipse and Night Dive Studios.
  • To compete with unauthorized emulation, Atari’s business model centers on providing a 'better than free' user experience that justifies premium pricing through technical excellence and authenticity.
  • The company maintains a release cadence of approximately four titles per year, balancing high-profile commercial projects with niche, passion-driven releases to mitigate financial risk.
The Game BusinessSep 2025
Cover of Summer Special: What Generative AI Could Do for Pac-Man
Article

Summer Special: What Generative AI Could Do for Pac-Man

This analysis explores the intersection of generative AI and video game development through a satirical lens, while simultaneously providing factual updates on industry platform policies and market trends.

  • Valve has updated Steam’s demo system to allow standalone store pages for demos, enabling them to feature reviews, cross-promotion widgets, and visibility in 'New & Trending' charts.
  • The new Steam demo policy eliminates the 'Prologue' loophole while granting demos the same discoverability and wishlister notification capabilities previously reserved for separate apps.
  • Twitch remains unprofitable despite generating substantial revenue through advertising and commerce, raising concerns about the platform's long-term operational sustainability.
GameDiscoverCoJul 2024
Cover of Our Industry News (06/05/24 - 12/05/24)
Article

Our Industry News (06/05/24 - 12/05/24)

The publication serves as a concise industry briefing covering key financial results, market movements, and new releases in the gaming sector for the period between early May and mid-June 2024.

  • Nintendo reported a strong fiscal 2024 year-end performance with a 4.4% revenue increase to ¥11 billion and a 13% rise in ordinary profit to ¥4.4 billion.
  • Roblox shares dropped 25% following the company's announcement of a projected booking decline to ¥4 billion for the fiscal year ending December 2024.
  • Microsoft initiated a significant restructuring of its Bethesda division, resulting in the closure of Arkane Austin, Tango Gameworks, and Alpha Dog Studios, alongside the merger of Roundhouse Studios.
SparkersMay 2024
Article

Xbox Game Pass Titles in 2022: What's Their Reach?

GameDiscoverCo provides an analytical overview of player reach for titles launching on Xbox Game Pass in 2022.

  • Game Pass serves as the primary driver for player acquisition, accounting for 90% to 99% of the total player base for titles launching on the service.
  • The median reach for 'Day 1' Game Pass titles in 2022 was approximately 230,000 unique accounts, with an average reach of 500,000.
  • Casual and easily sampled games see significant player growth on the service, exemplified by Pac-Man Museum+ reaching nearly one million players despite lower traditional sales elsewhere.
GameDiscoverCoSep 2022
Cover of Integrated Report 2022
Financial report46 pages

Integrated Report 2022

Bandai Namco’s 2022 integrated report presents a unified growth strategy anchored in the “Fun for All into the Future” purpose, emphasizing an “IP-axis” model that leverages more than 300 intellectual properties each year across entertainment, toys & hobby, and amusement businesses.

  • Bandai Namco achieved consolidated net sales of ¥889.2 billion and an operating profit of ¥100 billion in fiscal 2022, reflecting a 14.1% operating margin and a 16.9% return on equity.
  • The company’s mid-term plan for fiscal 2025 targets ¥1.1 trillion in sales and ¥125 billion in operating profit, with a goal to increase the overseas sales share from 29.7% to 35%.
  • Growth is driven by an 'IP-axis' strategy that leverages over 300 intellectual properties, including flagship brands like Gundam, Dragon Ball, and Pac-Man, across digital and physical entertainment sectors.
Bandai NamcoSep 2022
Cover of Fact Book 2022
Financial report16 pages

Fact Book 2022

Bandai Namco Group's Fact Book 2022 is a reference compendium covering the group's fiscal 2022.3 performance, market context, sustainability activity, and corporate history.

  • Bandai Namco achieved consolidated net sales of ¥889.3 billion in FY 2022, a significant increase from the previous year's ¥740.9 billion, while maintaining a 16.9% return on equity.
  • The company’s revenue is evenly distributed, with the Digital Business and Toys & Hobby divisions each contributing approximately 42% of total group sales.
  • Bandai Namco has established formal environmental targets, committing to a 35% reduction in site-related CO₂ emissions by FY 2030 and a 50% reduction by FY 2050.
Bandai NamcoSep 2022
Cover of MILEs as a Bridge to the Metaverse
22 min
PocketGamer.biz22 min

MILEs as a Bridge to the Metaverse

Massively Interactive Live Events (MILEs) represent a new category of entertainment that bridges the gap between passive television viewing and active gaming.

  • Massively Interactive Live Events (MILEs) bridge the gap between passive television and active gaming by using cloud-native streaming to allow real-time audience influence over narrative outcomes.
  • The technology is platform-agnostic and eliminates the need for high-end hardware, making it highly effective for market penetration in regions like Brazil, India, and Mexico.
  • The 'Rival Peak' experiment demonstrated the format's engagement potential by generating over 100 million minutes of watch time across a 13-week period.
PocketGamer.bizMar 2022