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Towards a Monopoly: Examining FIFA’s Dominance in Simulated Football

Aditya Deshbandhu
- Vol. 12, Iss: 1, pp 49-76
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TLDR
In this paper, the authors analyze the differences between EA's FIFA and Konami's Pro Evolution Soccer (PES) in the last decade when reviewers of games and industry observers have repeatedly found PES to be the better game.
Abstract
Simulating the world’s most popular sport is big business and the most popular titles in the industry are Electronic Arts’ FIFA (2015-2019) franchise and Konami’s Pro Evolution Soccer (PES) (2015-2019). A rivalry that begun in 1995, the last 24 years have seen the games modify, adapt and transform the way sports simulators are made. In the pursuit of digitally recreating the magic from the football pitch, the two titles have garnered extremely loyal fanbases that include some fans whose gaming practices are limited to playing just one of these games. This article aims to analyze the success of FIFA and the decline of PES in the last decade when reviewers of games and industry observers have repeatedly found PES to be the better game. It begins by comparing review scores of the last eleven iterations of the two franchises and then uses a multi-pronged approach to identify the various dimensions that allow FIFA to thrive as a game despite offering a comparatively poor gameplay experience to its players. This paper uses a multipronged approach to identify and analyze the various dimensions that has enabled FIFA as a franchise to create a near monopoly in the simulated football/soccer genre. By close reading streams of players of the game, formally analyzing the last five iterations of the FIFA franchise and then juxtaposing the two frames to examine FIFA as a hybrid cross-media product/service, this paper looks at the various non-play related elements that make it successful. The paper identifies and analyses the various dimensions that make FIFA a service that has allowed the franchise to create a near monopoly in the simulated football/soccer genre.

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References
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Book

Half-Real: Video Games between Real Rules and Fictional Worlds

Jesper Juul
TL;DR: In this paper, the authors argue that a video game is half-real: we play by real rules while imagining a fictional world, and we win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game.
MonographDOI

The political economy of communication

Vincent Mosco
TL;DR: A broad overview of the political economy of communication can be found in this paper, with a focus on the development of a political economy for communication. But, as stated in the introduction, "political economy is defined and characterized by: content, audience, audiences, labour spatialization, space, time, and communication structure".
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Show Sold Separately: Promos, Spoilers, and Other Media Paratexts

Jonathan Gray
TL;DR: In the DNA: Creating Across Paratexts 272 Notes 291 Index 000 About the Author 319 as mentioned in this paper The DNA: creating across parallel text is a theory of parallel text that has been studied extensively in film, television and off-screen studies.
Journal Article

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Journal ArticleDOI

Video game loot boxes are linked to problem gambling: Results of a large-scale survey.

TL;DR: It is unclear from this study whether buying loot boxes acts as a gateway to problem gambling, or whether spending large amounts of money on loot boxes appeals more to problem gamblers, but results suggest that there may be good reason to regulate loot boxes in games.