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Video Games Industry Memo

Game company196 documents

196 reports, presentations and talks by Video Games Industry Memo in the Game Industry Library, the newest “A (Vertical) Slice of News” (2026).

Documents

Cover of A (Vertical) Slice of News
Article

A (Vertical) Slice of News

The October 2026 industry update highlights the launch of Vertical Slice, a new independent media outlet founded by Chris Kerr.

  • Epic Games has delayed its Star Wars Marvel project and mandated an 'AI-first' development approach, instructing staff to utilize tools like Claude Code to eliminate hand-written code.
  • Chris Kerr, formerly of Game Developer, has launched an independent media outlet called Vertical Slice, aiming to provide investigative, reader-funded journalism free from corporate influence.
  • Nintendo has confirmed it will continue producing physical game releases, maintaining an 'agnostic' stance that contrasts with Sony’s reported plans to end physical disc production by 2028.
Video Games Industry MemoOct 2026
Cover of Valve’s eSafety Problem: Playing Politics
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Valve’s eSafety Problem: Playing Politics

The October 2026 report from Australia’s eSafety Commissioner, titled Playing it Safe, evaluates the trust and safety frameworks of major video game platforms to determine their compliance with national online safety expectations.

  • Australia’s eSafety Commissioner released a report in October 2026 evaluating how major gaming platforms protect children from sexual exploitation, hate speech, and cyberbullying.
  • The investigation, based on transparency notices issued in April 2026, assessed the safety practices of Roblox, Mojang, Epic Games, and Valve.
  • Valve’s Steam and Steam Chat platforms were identified as having significantly laxer moderation standards compared to the other three companies evaluated.
Video Games Industry MemoOct 2026
Cover of Towards a UK Video Games Strategy
Article

Towards a UK Video Games Strategy

The UK Video Games Council, an industry-led advisory body established to facilitate communication between the games sector and government, is currently transitioning from its initial foundational phase toward a long-term growth strategy.

  • The UK Video Games Council is developing a national growth strategy centered on six pillars, including enhanced cultural advocacy, government representation, funding support, a national skills strategy, heritage preservation, and international promotion.
  • The Council is lobbying the government to expand the Video Games Expenditure Credit (VGEC) to an effective rate of 53% for independent projects under £15m, aiming to align with film industry incentives.
  • Google is facing a £1bn lawsuit at the UK Competition Appeal Tribunal regarding allegations that its Play Store overcharged more than 20 million UK consumers between October 2015 and July 2026 via an excessive 30% commission fee.
Video Games Industry MemoOct 2026
Cover of Russia’s Video Game Strategy
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Russia’s Video Game Strategy

The Russian Video Game Trade Association (VIDO) has unveiled a formal strategy aimed at revitalizing the nation’s interactive entertainment sector following years of industry isolation.

  • The Russian Video Game Industry Development Organization (VIDO) has published a formal national strategy aiming to increase the gaming sector's contribution to Russia's GDP to 0.4%-0.5%.
  • The strategy proposes state-backed funding for startups, tax incentives for investors, and mandatory representation for the gaming industry in Duma policy discussions.
  • Russian gaming policy is increasingly intertwined with state objectives, including the potential resurrection of a China-style approval system and the use of state-backed ID systems for player logins.
Video Games Industry MemoOct 2026
Cover of The Debrief: September 2026
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The Debrief: September 2026

The September 2026 edition of The Debrief serves as a monthly synthesis of critical developments, financial transactions, and cultural shifts within the global video game industry.

  • The EU KIDS Act is set to introduce new regulatory restrictions specifically targeting online games operating within Europe.
  • Nex Playground has secured $150 million in funding to support the expansion of its family-oriented console business.
  • The Financial Times reports that a new generation of game-literate movie directors is actively influencing and changing the film industry.
Video Games Industry MemoSep 2026
Cover of The Better Angels of Nature
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The Better Angels of Nature

The video game industry possesses a unique capacity to influence climate discourse by embedding environmental themes directly into interactive experiences.

  • Xbox continues its corporate restructuring, with Ninja Theory set for closure and ongoing consolidation of studios like Playground Games and Turn 10, which Matt Booty notes is only about 75% complete.
  • Public support for Net Zero initiatives in the UK has declined significantly, dropping from 70% a few years ago to 40%, largely due to a perceived lack of agency among the public to influence climate outcomes.
  • Speakers at the Green Games Summit suggest that developers can improve climate communication by focusing on local nature preservation and realistic representations of energy systems, rather than relying on abstract climate messaging.
Video Games Industry MemoSep 2026
Cover of A Christchurch Call to Act Against Misogyny in Games
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A Christchurch Call to Act Against Misogyny in Games

The Christchurch Call Foundation, an international alliance established to combat online violent extremism, has identified misogyny as a critical driver of radicalization and mass violence.

  • Between 2018 and 2025, there were 32 documented cases of planned mass attacks motivated by misogyny, contributing to a total of 41 such cases since 1989 that resulted in 226 deaths.
  • Data from 2018 to 2026 shows 202 deaths and 440 injuries resulting from violent incidents involving young perpetrators with a median age of 17.5 years who utilized 'gamified' or video game-adjacent elements.
  • The EU’s proposed 'KIDS Act' will mandate that online game providers verify the age of all users under 15 and reverse the burden of proof, requiring platforms to demonstrate safety from the outset.
Video Games Industry MemoSep 2026
Cover of Playing Politics: September 2026
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Playing Politics: September 2026

The September 2026 edition of the Video Games Industry Memo addresses the intersection of American political messaging and the gaming sector, specifically focusing on the White House’s recent utilization of video game intellectual property for promotional purposes.

  • The Saudi Arabia Public Investment Fund is reportedly considering a merger between Savvy Games Group and Electronic Arts.
  • The White House has launched a digital arcade featuring five 'Trump-ified' versions of popular video games to promote administration talking points.
  • The Trump administration utilized social media to post a video featuring an N64-style parody of Donald Trump, raising concerns regarding copyright infringement of intellectual property owned by companies like Nintendo and Sega.
Video Games Industry MemoSep 2026
Cover of Funny Games: Comedy Podcasting and Cultural Cut-Through
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Funny Games: Comedy Podcasting and Cultural Cut-Through

The primary objective of this analysis is to explore how comedy podcasting can serve as a vehicle for integrating video games into broader cultural conversations.

  • Geoff Keighley and Mark Kern have launched the Nova Games Foundation, which will provide 20 students with six-figure grants to develop university game projects into full commercial releases.
  • The White House launched a political arcade website, arcade.gov, featuring controversial games that led to a copyright dispute with The Tetris Company over a wall-building game.
  • Comedian Glenn Moore has launched the podcast 'Button Boys' to reach broader audiences by focusing on game content rather than industry-specific issues like layoffs or toxic workplace culture.
Video Games Industry MemoSep 2026
Cover of Grand Theft Auto Netflix: The Lukewarm Takes Edition
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Grand Theft Auto Netflix: The Lukewarm Takes Edition

The recent showcase of Grand Theft Auto VI, premiered via a 26-minute gameplay reveal on Netflix, serves as a pivotal moment for the gaming industry, demonstrating the massive commercial and cultural influence of the franchise.

  • The Grand Theft Auto VI reveal on Netflix generated 31.1 million views within four days and reached the top-watched spot in 87 of 93 tracked territories.
  • Rockstar Games experienced a 436% surge in pre-orders on August 27, 2026, following the gameplay showcase.
  • The reveal event triggered significant hardware demand, resulting in PlayStation 5 Pro shortages across key markets including the UK and Germany.
Video Games Industry MemoSep 2026
Cover of Gamescom’s Biggest Year: The Debrief
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Gamescom’s Biggest Year: The Debrief

Gamescom 2026 serves as a pivotal indicator of the evolving landscape of the global video game industry.

  • Gamescom 2026 has officially displaced traditional North American events like GDC as the premier international hub for industry discourse and business development.
  • The global gaming industry is undergoing a structural shift away from North American dominance toward a decentralized, international model centered in Europe.
  • Professional stakeholders, including developers and publishers, have realigned their business calendars to prioritize the Cologne-based event as the primary venue for market engagement.
Video Games Industry MemoAug 2026
Cover of Germany’s Gaming for Democracy Push: VGIM Daily, 28/08/2026
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Germany’s Gaming for Democracy Push: VGIM Daily, 28/08/2026

The Gaming for Democracy initiative, spearheaded by Germany’s Foundation for Digital Games Culture, aims to strengthen democratic values within digital gaming spaces.

  • The Foundation for Digital Games Culture has launched the 'Gaming for Democracy' initiative to counter extremist influence in gaming spaces ahead of the 2029 German general election.
  • A core component of the project is a Community Support Network that provides resources and best practices for over 100 community moderators to foster inclusive environments.
  • Research from the Bertelsmann Foundation indicates that frequent gamers exhibit higher levels of political engagement than the general population, justifying the focus on gaming as a 'third place' for civic discourse.
Video Games Industry MemoAug 2026