Project Management

Let Us Entertain You: Project Management in the Video Gaming Sector

Sarah Fister Gale

Though they may not carry the gravity of a nuclear power plant or skyscraper, movies, video games and other entertainment projects are big business. Fueled by the surging popularity of online games and digital distribution, the global video-game industry alone is expected to grow to US$81 billion by 2016, up from US$66 billion in 2010. The global film industry earned revenues of US$62.4 billion in 2012, spurred by emerging markets, and U.S. music sales grew 3.1 percent in 2012, driven largely by digital sales.

But not all entertainment projects are a hit. For every topselling game, blockbuster movie or chart-topping album, many projects crash and burn. An astounding 59 percent of appdevelopment projects don’t break even, according to a 2012 survey by Canadian app marketing and strategy firm App Promo. Longtime gaming leaders Microsoft, Nintendo and Sony all reported lower sales of new games and gaming devices last year.

In such a high-risk environment, project teams are under enormous pressure to develop entertainment offerings that will both wow consumers and arrive on time, on budget and without any high-profile problems.

Doing so requires a delicate balancing act between fostering outside-thebox thinking and harnessing creative energy to meet project goals.

“It’s a classic innovation dilemma,” says Jason Hsiao, president of online …


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