• Payments in the Americas

    The Americas, led by the United States, Canada, and Brazil, now account for more than billion USD in annual video game revenue. This is one of the most valuable and competitive regions in global gaming, where success depends not just on great content, but on delivering seamless, localized checkout experiences. As players across North and South America demand more control, flexibility, and speed when making purchases, the payment methods developers offer can directly impact revenue, retention, and market expansion.Meeting gamers wherever they want to pay is no longer optional.United States: Faster and installment options gain steamIn the U.S., traditional credit and debit card dominance is waning. Players are adopting faster, bank-linked payment options and installment-based methods that offer both security and flexibility.Pay by Bank has rapidly grown in popularity, especially among mobile and younger users who prioritize speed and security. As of early 2025, nearly 9 million Americans use Pay by Bank each month. With major retailers backing the method, transaction volume is expected to surpass billion this year.In parallel, Affirm has emerged as a top Buy Now, Pay Laterprovider in the U.S. and beyond. Affirm has processed over billion in transactions over the past five years and now serves nearly 17 million active users. By enabling purchases in manageable installments, BNPL increases accessibility and boosts average transaction size, especially for higher-value bundles, subscriptions, and digital add-ons.Canada: Flexibility drives adoptionThe Canadian market shares many consumer behaviors with its U.S. counterpart, but it has its own unique payment dynamics. Canadian gamers, particularly younger ones, are showing strong demand for installment-based options that give them more control over spending.Affirm’s footprint in Canada is expanding fast. As of February 2025, Affirm is integrated at checkout across more than 279,000 retailers. This early adoption wave shows how developers can gain an edge by offering localized, flexible payments tuned to consumer expectations.Brazil: Mobile-first, subscription-readyBrazil stands out as one of the most mobile-driven gaming economies globally. Recurring payments and digital wallets are the default here, not the exception.Mercado Pago is one of the most widely adopted payment platforms in Brazil. As of Q1 2025, it reported 64 million monthly active users—a 31% year-over-year increase. For game developers, this platform isn’t just another option—it’s critical infrastructure. Its recurring billing features make it especially well-suited to live service games, battle passes, and subscription models.By adding support for Mercado Pago, Xsolla helps developers enable long-term monetization and retention while removing friction for a massive mobile audience that expects fast, familiar, and reliable payment flows.One infrastructure, multiple marketsThese regional payment trends aren’t just interesting; they’re actionable. Developers who integrate local methods can significantly increase conversion rates, reduce purchase drop-offs, and build trust in highly competitive markets.Platforms like Xsolla Pay Station now provide integrated support for these local options: Pay by Bank, coming soon in the U.S., Affirm in both the U.S. andCanada, and recurring billing via Mercado Pago in Brazil. With a single implementation, developers can reach more players using payment tools they already trust.Why it mattersThe stakes are high. Without support for local payment methods, developers risk underperforming in key markets. A generic global checkout can’t match the expectations of users who are used to specific transaction styles, like fast confirmation via Pay by Bank or the flexibility of BNPL.And when users don’t see familiar, trusted options, they abandon their carts. That’s not just a missed opportunity, it’s a loss of lifetime value. Retention and loyalty begin at the first purchase. Providing secure, localized checkout experiences lays the foundation for long-term engagement.What developers should do nowTo grow in the Americas, it’s no longer enough to simply localize game content. Payment localization is equally vital. Developers expanding into the U.S., Canada, or Brazil should evaluate whether their current checkout options match how players in those countries actually prefer to pay.Supporting Pay by Bank and Affirm in the U.S. opens the door to millions of gamers who want speed and flexibility. Adding Affirm in Canada addresses a growing demand among younger users. Enabling recurring billing through Mercado Pago in Brazil unlocks subscription revenue in a market that’s mobile-first by default.As the competitive landscape shifts, aligning payment infrastructure with regional preferences isn’t just smart, it’s essential. Game developers who do it well will not only unlock more revenue but also build stronger, more loyal player communities in the process.Read the original article here
    #payments #americas
    Payments in the Americas
    The Americas, led by the United States, Canada, and Brazil, now account for more than billion USD in annual video game revenue. This is one of the most valuable and competitive regions in global gaming, where success depends not just on great content, but on delivering seamless, localized checkout experiences. As players across North and South America demand more control, flexibility, and speed when making purchases, the payment methods developers offer can directly impact revenue, retention, and market expansion.Meeting gamers wherever they want to pay is no longer optional.United States: Faster and installment options gain steamIn the U.S., traditional credit and debit card dominance is waning. Players are adopting faster, bank-linked payment options and installment-based methods that offer both security and flexibility.Pay by Bank has rapidly grown in popularity, especially among mobile and younger users who prioritize speed and security. As of early 2025, nearly 9 million Americans use Pay by Bank each month. With major retailers backing the method, transaction volume is expected to surpass billion this year.In parallel, Affirm has emerged as a top Buy Now, Pay Laterprovider in the U.S. and beyond. Affirm has processed over billion in transactions over the past five years and now serves nearly 17 million active users. By enabling purchases in manageable installments, BNPL increases accessibility and boosts average transaction size, especially for higher-value bundles, subscriptions, and digital add-ons.Canada: Flexibility drives adoptionThe Canadian market shares many consumer behaviors with its U.S. counterpart, but it has its own unique payment dynamics. Canadian gamers, particularly younger ones, are showing strong demand for installment-based options that give them more control over spending.Affirm’s footprint in Canada is expanding fast. As of February 2025, Affirm is integrated at checkout across more than 279,000 retailers. This early adoption wave shows how developers can gain an edge by offering localized, flexible payments tuned to consumer expectations.Brazil: Mobile-first, subscription-readyBrazil stands out as one of the most mobile-driven gaming economies globally. Recurring payments and digital wallets are the default here, not the exception.Mercado Pago is one of the most widely adopted payment platforms in Brazil. As of Q1 2025, it reported 64 million monthly active users—a 31% year-over-year increase. For game developers, this platform isn’t just another option—it’s critical infrastructure. Its recurring billing features make it especially well-suited to live service games, battle passes, and subscription models.By adding support for Mercado Pago, Xsolla helps developers enable long-term monetization and retention while removing friction for a massive mobile audience that expects fast, familiar, and reliable payment flows.One infrastructure, multiple marketsThese regional payment trends aren’t just interesting; they’re actionable. Developers who integrate local methods can significantly increase conversion rates, reduce purchase drop-offs, and build trust in highly competitive markets.Platforms like Xsolla Pay Station now provide integrated support for these local options: Pay by Bank, coming soon in the U.S., Affirm in both the U.S. andCanada, and recurring billing via Mercado Pago in Brazil. With a single implementation, developers can reach more players using payment tools they already trust.Why it mattersThe stakes are high. Without support for local payment methods, developers risk underperforming in key markets. A generic global checkout can’t match the expectations of users who are used to specific transaction styles, like fast confirmation via Pay by Bank or the flexibility of BNPL.And when users don’t see familiar, trusted options, they abandon their carts. That’s not just a missed opportunity, it’s a loss of lifetime value. Retention and loyalty begin at the first purchase. Providing secure, localized checkout experiences lays the foundation for long-term engagement.What developers should do nowTo grow in the Americas, it’s no longer enough to simply localize game content. Payment localization is equally vital. Developers expanding into the U.S., Canada, or Brazil should evaluate whether their current checkout options match how players in those countries actually prefer to pay.Supporting Pay by Bank and Affirm in the U.S. opens the door to millions of gamers who want speed and flexibility. Adding Affirm in Canada addresses a growing demand among younger users. Enabling recurring billing through Mercado Pago in Brazil unlocks subscription revenue in a market that’s mobile-first by default.As the competitive landscape shifts, aligning payment infrastructure with regional preferences isn’t just smart, it’s essential. Game developers who do it well will not only unlock more revenue but also build stronger, more loyal player communities in the process.Read the original article here #payments #americas
    Payments in the Americas
    80.lv
    The Americas, led by the United States, Canada, and Brazil, now account for more than $100 billion USD in annual video game revenue. This is one of the most valuable and competitive regions in global gaming, where success depends not just on great content, but on delivering seamless, localized checkout experiences. As players across North and South America demand more control, flexibility, and speed when making purchases, the payment methods developers offer can directly impact revenue, retention, and market expansion.Meeting gamers wherever they want to pay is no longer optional.United States: Faster and installment options gain steamIn the U.S., traditional credit and debit card dominance is waning. Players are adopting faster, bank-linked payment options and installment-based methods that offer both security and flexibility.Pay by Bank has rapidly grown in popularity, especially among mobile and younger users who prioritize speed and security. As of early 2025, nearly 9 million Americans use Pay by Bank each month. With major retailers backing the method, transaction volume is expected to surpass $100 billion this year.In parallel, Affirm has emerged as a top Buy Now, Pay Later (BNPL) provider in the U.S. and beyond. Affirm has processed over $75 billion in transactions over the past five years and now serves nearly 17 million active users. By enabling purchases in manageable installments, BNPL increases accessibility and boosts average transaction size, especially for higher-value bundles, subscriptions, and digital add-ons.Canada: Flexibility drives adoptionThe Canadian market shares many consumer behaviors with its U.S. counterpart, but it has its own unique payment dynamics. Canadian gamers, particularly younger ones, are showing strong demand for installment-based options that give them more control over spending.Affirm’s footprint in Canada is expanding fast. As of February 2025, Affirm is integrated at checkout across more than 279,000 retailers. This early adoption wave shows how developers can gain an edge by offering localized, flexible payments tuned to consumer expectations.Brazil: Mobile-first, subscription-readyBrazil stands out as one of the most mobile-driven gaming economies globally. Recurring payments and digital wallets are the default here, not the exception.Mercado Pago is one of the most widely adopted payment platforms in Brazil. As of Q1 2025, it reported 64 million monthly active users—a 31% year-over-year increase. For game developers, this platform isn’t just another option—it’s critical infrastructure. Its recurring billing features make it especially well-suited to live service games, battle passes, and subscription models.By adding support for Mercado Pago, Xsolla helps developers enable long-term monetization and retention while removing friction for a massive mobile audience that expects fast, familiar, and reliable payment flows.One infrastructure, multiple marketsThese regional payment trends aren’t just interesting; they’re actionable. Developers who integrate local methods can significantly increase conversion rates, reduce purchase drop-offs, and build trust in highly competitive markets.Platforms like Xsolla Pay Station now provide integrated support for these local options: Pay by Bank, coming soon in the U.S., Affirm in both the U.S. and (soon) Canada, and recurring billing via Mercado Pago in Brazil. With a single implementation, developers can reach more players using payment tools they already trust.Why it mattersThe stakes are high. Without support for local payment methods, developers risk underperforming in key markets. A generic global checkout can’t match the expectations of users who are used to specific transaction styles, like fast confirmation via Pay by Bank or the flexibility of BNPL.And when users don’t see familiar, trusted options, they abandon their carts. That’s not just a missed opportunity, it’s a loss of lifetime value. Retention and loyalty begin at the first purchase. Providing secure, localized checkout experiences lays the foundation for long-term engagement.What developers should do nowTo grow in the Americas, it’s no longer enough to simply localize game content. Payment localization is equally vital. Developers expanding into the U.S., Canada, or Brazil should evaluate whether their current checkout options match how players in those countries actually prefer to pay.Supporting Pay by Bank and Affirm in the U.S. opens the door to millions of gamers who want speed and flexibility. Adding Affirm in Canada addresses a growing demand among younger users. Enabling recurring billing through Mercado Pago in Brazil unlocks subscription revenue in a market that’s mobile-first by default.As the competitive landscape shifts, aligning payment infrastructure with regional preferences isn’t just smart, it’s essential. Game developers who do it well will not only unlock more revenue but also build stronger, more loyal player communities in the process.Read the original article here
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  • واش راكم؟ اليوم جبتلكم قصة حقيقية تحفز وتخلي الواحد يفكر!

    هل سمعتوا على Dani Reiss، المدير التنفيذي لشركة Canada Goose؟ هذا الشاب تولى المنصب وهو عنده 27 عام، لكن الغريب أنه ما قدرش يكتب "CEO" على بطاقة عمله لمدة 10 سنين! كيما يقولوا "nobody said it would be easy"، صحيح؟

    في عالم البزنس، ورث المنصب موش ساهل، خاصة كي تكون الخلفية عائلية. لكن Dani أثبت أن العمل والإصرار أهم من اللقب. في الحقيقة، في حياتنا اليومية، كاين الكثير من الناس اللي يعانوا من الضغط الاجتماعي ويخافوا يظهروا كعائلاتهم أو كأولادهم. تجربتي في التعامل مع الضغط كانت صعبة، لكن تعلمت أن الحقيقية هي أن الواحد يبني طريقه الخاص.

    نتمنى أن القصة هذي تفتح لنا عيون جديدة على كيفاش نتعاملوا مع تحدياتنا ونحققوا أحلامنا برغم الصعوبات.

    https://fortune.com/2025/08/18/canada-goose-ceo-d
    واش راكم؟ اليوم جبتلكم قصة حقيقية تحفز وتخلي الواحد يفكر! هل سمعتوا على Dani Reiss، المدير التنفيذي لشركة Canada Goose؟ هذا الشاب تولى المنصب وهو عنده 27 عام، لكن الغريب أنه ما قدرش يكتب "CEO" على بطاقة عمله لمدة 10 سنين! كيما يقولوا "nobody said it would be easy"، صحيح؟ في عالم البزنس، ورث المنصب موش ساهل، خاصة كي تكون الخلفية عائلية. لكن Dani أثبت أن العمل والإصرار أهم من اللقب. في الحقيقة، في حياتنا اليومية، كاين الكثير من الناس اللي يعانوا من الضغط الاجتماعي ويخافوا يظهروا كعائلاتهم أو كأولادهم. تجربتي في التعامل مع الضغط كانت صعبة، لكن تعلمت أن الحقيقية هي أن الواحد يبني طريقه الخاص. نتمنى أن القصة هذي تفتح لنا عيون جديدة على كيفاش نتعاملوا مع تحدياتنا ونحققوا أحلامنا برغم الصعوبات. https://fortune.com/2025/08/18/canada-goose-ceo-d
    fortune.com
    When Dani Reiss was promoted to Canada Goose's top job at 27 years old, he couldn’t bring himself to proudly print his shiny new CEO title on paper
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  • يا جماعة، شفتوا اللي صاير مع Air Canada؟

    الستاف تاع الطيران قرروا ما يرجعوش للعمل رغم الأوامر، وهذا خلا الشركة تأجلت خططها لإعادة الرحلات. تخيلوا، حوالي 130,000 شخص يومياً تأثروا بسبب هاد الإغلاق! Air Canada عندهم 700 رحلة في اليوم، يعني دايرين حالة.

    هذا يذكرني بموقف صار لي لما تأخرت رحلة ولي كنت متحمس ليها، وكنت أحس بضغط كبير. تقدروا تتخيلوا كيفاش التأخير يؤثر على الناس، خاصة في أوقات الصيف والعطل!

    خلونا نفكروا في أهمية حقوق العمال جوّا الشركات، خاصة في مثل هالمواقف.

    https://fortune.com/2025/08/17/air-canada-strike-flight-attendants-union-defy-return-to-work-order-flights/

    #AirCanada #حقوق_العمال #TravelIndustry #Canada #العمال
    يا جماعة، شفتوا اللي صاير مع Air Canada؟ 🤔 الستاف تاع الطيران قرروا ما يرجعوش للعمل رغم الأوامر، وهذا خلا الشركة تأجلت خططها لإعادة الرحلات. تخيلوا، حوالي 130,000 شخص يومياً تأثروا بسبب هاد الإغلاق! Air Canada عندهم 700 رحلة في اليوم، يعني دايرين حالة. هذا يذكرني بموقف صار لي لما تأخرت رحلة ولي كنت متحمس ليها، وكنت أحس بضغط كبير. تقدروا تتخيلوا كيفاش التأخير يؤثر على الناس، خاصة في أوقات الصيف والعطل! خلونا نفكروا في أهمية حقوق العمال جوّا الشركات، خاصة في مثل هالمواقف. https://fortune.com/2025/08/17/air-canada-strike-flight-attendants-union-defy-return-to-work-order-flights/ #AirCanada #حقوق_العمال #TravelIndustry #Canada #العمال
    fortune.com
    The shutdown of Canada’s largest airline early Saturday was impacting about 130,000 people a day. Air Canada operates around 700 flights per day.
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  • خبر عاجل! كندا، ثاني أكبر دولة في العالم، ونتيجة لإضراب، تمت تعليق عمليات أكبر شركة طيران فيها!

    الشلل التام رح يؤثر على حوالي 130,000 شخص يومياً، و25,000 كندي قد يلقاوا روحهم عالقين في الخارج. Air Canada تدير تقريباً 700 رحلة يومياً! يعني، الأمر مش سهل، ويدير حالة من الفوضى للناس اللي عندهم خطط سفر.

    راني تفكرت وقت كنت نعيش في الخارج، كيفاش كان السفر هو البوابة للعالم الجديد. فما بالك كندا، وين المسافات كبيرة! كل واحد عنده حلم في السفر، وهادي فرصة نرجعوا نفكروا في كيفية التعامل مع هاد الأزمات، وخاصة كجزائريين في المهجر.

    الفوضى هادي تبين لينا مدى أهمية التخطيط الجيد وضرورة وجود خيارات بديلة. سيروا ببالكم، لازم نكونوا دائمًا في وضع الاستعداد!

    https://fortune.com/2025/08/16/air-canada-strike-flight-attendants-cancelations-operations-travel-ses
    🚨 خبر عاجل! 🚨 كندا، ثاني أكبر دولة في العالم، ونتيجة لإضراب، تمت تعليق عمليات أكبر شركة طيران فيها! 😱 الشلل التام رح يؤثر على حوالي 130,000 شخص يومياً، و25,000 كندي قد يلقاوا روحهم عالقين في الخارج. Air Canada تدير تقريباً 700 رحلة يومياً! يعني، الأمر مش سهل، ويدير حالة من الفوضى للناس اللي عندهم خطط سفر. راني تفكرت وقت كنت نعيش في الخارج، كيفاش كان السفر هو البوابة للعالم الجديد. فما بالك كندا، وين المسافات كبيرة! 😅 كل واحد عنده حلم في السفر، وهادي فرصة نرجعوا نفكروا في كيفية التعامل مع هاد الأزمات، وخاصة كجزائريين في المهجر. الفوضى هادي تبين لينا مدى أهمية التخطيط الجيد وضرورة وجود خيارات بديلة. سيروا ببالكم، لازم نكونوا دائمًا في وضع الاستعداد! https://fortune.com/2025/08/16/air-canada-strike-flight-attendants-cancelations-operations-travel-ses
    fortune.com
    A complete shutdown will impact about 130,000 people a day, and some 25,000 Canadians may be stranded abroad daily. Air Canada operates around 700 flights per day.
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  • السلام عليكم يا أصدقائي!

    اليوم حبيت نشارك معاكم مقال مهم حول دور المعهد الملكي للهندسة المعمارية في كندا. العنوان هو "Royal Architecture Institute of Canada needs to better advocate for design, culture, and the future of our profession".

    المقال يتحدث على كيفاش العمارة عندها بعد سياسي، و كيفاش لازم المعهد يكون أكثر صوتاً للدفاع عن تصميماتنا وثقافتنا ومستقبل مهنتنا. كمهندسين، نعرفو بلي شغفنا هو اللي يحدد ملامح المدن والمجتمعات، لكن للأسف، في بعض الأحيان، الصوت تاعنا ما يوصلش للناس اللي في السلطة.

    أنا شخصياً شفت كيفاش تصميم واحد يقدر يبدل حياة مجتمع كامل، ولازم نكونو يد وحدة باش نوصلو رسالتنا.

    فكروا في التأثير الكبير اللي نقدروا نحدثوه إذا عملنا مع بعض.

    https://www.archpaper.com/2025/08/royal-architecture-institute-of-canada-better-advocate/

    #عمارة #Architecture #Design #مستقبل #Culture
    🌟 السلام عليكم يا أصدقائي! اليوم حبيت نشارك معاكم مقال مهم حول دور المعهد الملكي للهندسة المعمارية في كندا. العنوان هو "Royal Architecture Institute of Canada needs to better advocate for design, culture, and the future of our profession". المقال يتحدث على كيفاش العمارة عندها بعد سياسي، و كيفاش لازم المعهد يكون أكثر صوتاً للدفاع عن تصميماتنا وثقافتنا ومستقبل مهنتنا. كمهندسين، نعرفو بلي شغفنا هو اللي يحدد ملامح المدن والمجتمعات، لكن للأسف، في بعض الأحيان، الصوت تاعنا ما يوصلش للناس اللي في السلطة. أنا شخصياً شفت كيفاش تصميم واحد يقدر يبدل حياة مجتمع كامل، ولازم نكونو يد وحدة باش نوصلو رسالتنا. فكروا في التأثير الكبير اللي نقدروا نحدثوه إذا عملنا مع بعض. https://www.archpaper.com/2025/08/royal-architecture-institute-of-canada-better-advocate/ #عمارة #Architecture #Design #مستقبل #Culture
    www.archpaper.com
    Architecture is political. This has been said many times, and it remains true. Architects, of course, believe that what we do matters. But when talking to politicians, it is often The post Royal Architecture Institute of Canada needs to better advoca
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  • EA SPORTS™ NHL® 26 Elevates Authenticity With NHL EDGE Partnership and ICE-Q 2.0 Integration

    August 11, 2025

    Advanced League-Backed Positional Data Now Drives Hockey’s Most Lifelike Experience Off The Ice; NHL EDGE Brings Advanced Analytics to Chel
    REDWOOD CITY, Calif.----
    Electronic Arts Inc.today announced a groundbreaking new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26, marking a new era for authenticity in sports gaming and entertainment. This collaboration brings the same advanced analytics used by NHL teams into the hands of players and fans, powering the all-new ICE-Q 2.0 gameplay system for the most realistic hockey gameplay ever.Electronic Arts presents new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26For the first time in franchise history, real-world Puck and Player Tracking data - captured by infrared technology and arena cameras across all 32 NHL rinks - is seamlessly woven into the fabric of NHL 26. The NHL EDGE system tracks millions of data points, from skating acceleration and top speed to shot power, shot location and save types, all of which now inform on-ice behavior in NHL 26. ICE Q 2.0 powered by NHL EDGE ensures the in-game action mirrors the intensity and individuality of the NHL’s best.With ICE-Q 2.0 players will notice significant differentiation between superstar athletes. Real NHL data directly influences player attributes and personal tendencies like skating speed, shot power, signature playstyles, and even goalie reactions, elevating the experience with authentic intensity and strategic depth. This unique integration allows every player to live their NHL dream - moving, thinking, and playing just like their favorite athletes."The energy from the NHL is electric, with its diehard fans and the talent and physicality of the athletes. It's our job to translate that energy from the ice to the screen and make it as realistic as possible," said Cam Weber, President, EA SPORTS. "By harnessing the very same data points the NHL uses to inform all sorts of game-time strategies, EA SPORTS is doubling down on innovations and partnerships to make the most true-to-life reflection of hockey possible."“The partnership with EA SPORTS and NHL EDGE is about more than just numbers, it’s about bringing the soul of our game to life for a new generation,” said Brian Jennings, NHL Chief Branding Officer and Senior Executive Vice President. “We’ve spent years developing our best-in-class Puck and Player Tracking system to help grow the game and create new fan experiences. By placing league-grade analytics in the hands of every fan, we’re deepening the connection between the real NHL and Chel, and setting a new standard for sports gaming immersion.”Developed by EA Vancouver and EA Bucharest, EA SPORTS NHL will be available on September 12, 2025 on PlayStation®5 and Xbox Series X|S. Players who pre-order the Deluxe Edition will receive up to seven days early access and a host of in-game items and rewards. EA Play members can play like superstars with EA SPORTS™ NHL 26 in the EA Play** 10-hour early access trial starting September 5th, 2025. Members also score perks, including 3,000 WOC Coins and Season Pass XP Multiplier Tokens, as well as receive 10% off EA digital content including pre-orders, game downloads, NHL Points, and DLC. For more information on EA Play please visit keep up-to-date with the latest game news and information, visit and follow our social channels.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.com*Conditions and restrictions apply. See ea.com/games/nhl/nhl-26/game-disclaimers for details.** Conditions, limitations and exclusions apply. See EA Play Terms for details.About Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognised for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.© 2024 Electronic Arts Inc. Electronic Arts, EA SPORTS, Frostbite, and the EA SPORTS and Frostbite logos are trademarks of Electronic Arts Inc.About the NHLThe National Hockey League, founded in 1917, consists of 32 Member Clubs. Each team roster reflects the League’s international makeup with players from more than 20 countries represented, all vying for the most cherished and historic trophy in professional sports – the Stanley Cup®. Every year, the NHL entertains more than 670 million fans in-arena and through its partners on national television and radio; more than 191 million followers - league, team and player accounts combined - across Facebook, Twitter, Instagram, Snapchat, TikTok, and YouTube; and more than 100 million fans online at NHL.com. The League broadcasts games in more than 160 countries and territories through its rightsholders including ESPN, WBD Sports and NHL Network in the U.S.; Sportsnet and TVA Sports in Canada; Viaplay in the Nordics, Baltics, Poland and the UK; MTV3 in Finland; Nova in Czech Republic and Slovakia; Sky Sports and ProSieben in Germany; MySports in Switzerland; and CCTV5+ in China; and reaches fans worldwide with games available to stream in every country. Fans are engaged across the League’s digital assets on mobile devices via the free NHL® App; across nine social media platforms; on SiriusXM NHL Network Radio™; and on NHL.com, available in eight languages and featuring unprecedented access to player and team statistics as well as every regular-season and playoff game box score dating back to the League’s inception, powered by SAP. NHL Productions develops compelling original programming featuring unprecedented access to players, coaches and League and team personnel for distribution across the NHL’s social and digital platforms.The NHL is committed to building healthy and vibrant communities using the sport of hockey to celebrate fans of every race, color, religion, national origin, gender identity, age, sexual orientation, and socio-economic status. The NHL’s Hockey Is For Everyone® initiative reinforces that the official policy of the sport is one of inclusion on the ice, in locker rooms, boardrooms and stands. The NHL is expanding access and opportunity for people of all backgrounds and abilities to play hockey, fostering more inclusive environments and growing the game through a greater diversity of participants. To date, the NHL has invested more than million in youth hockey and grassroots programs, with a commitment to invest an additional million for diversity and inclusion programs over the next year.NHL and the NHL Shield are registered trademarks of the National Hockey League. NHL and NHL team marks are the property of the NHL and its teams. © 2025 NHL. All Rights Reserved.About the National Hockey League Players’ AssociationThe National Hockey League Players’ Association, established in 1967, is a labour organization whose members are the players in the National Hockey League. The NHLPA works on behalf of the players in varied disciplines such as labour relations, product licensing, marketing, international hockey and community relations, all in furtherance of its efforts to promote its members and the game of hockey. In 1999, the NHLPA Goals & Dreams fund was launched as a way for the players to give something back to the game they love. Over the past 25 years, tens of thousands of deserving children in 44 countries have benefited from the players' donations of hockey equipment. NHLPA Goals & Dreams has donated more than million to grassroots hockey programs, making it the largest program of its kind. For more information on the NHLPA, please visit www.nhlpa.com.NHLPA, National Hockey League Players’ Association and the NHLPA logo are registered trademarks of the NHLPA and are used under license. © NHLPA. All Rights Reserved.

    Natalia Lombardi
    Global Public Relations ManagerSource: Electronic Arts Inc.

    Multimedia Files:
    #sports #nhl #elevates #authenticity #with
    EA SPORTS™ NHL® 26 Elevates Authenticity With NHL EDGE Partnership and ICE-Q 2.0 Integration
    August 11, 2025 Advanced League-Backed Positional Data Now Drives Hockey’s Most Lifelike Experience Off The Ice; NHL EDGE Brings Advanced Analytics to Chel REDWOOD CITY, Calif.---- Electronic Arts Inc.today announced a groundbreaking new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26, marking a new era for authenticity in sports gaming and entertainment. This collaboration brings the same advanced analytics used by NHL teams into the hands of players and fans, powering the all-new ICE-Q 2.0 gameplay system for the most realistic hockey gameplay ever.Electronic Arts presents new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26For the first time in franchise history, real-world Puck and Player Tracking data - captured by infrared technology and arena cameras across all 32 NHL rinks - is seamlessly woven into the fabric of NHL 26. The NHL EDGE system tracks millions of data points, from skating acceleration and top speed to shot power, shot location and save types, all of which now inform on-ice behavior in NHL 26. ICE Q 2.0 powered by NHL EDGE ensures the in-game action mirrors the intensity and individuality of the NHL’s best.With ICE-Q 2.0 players will notice significant differentiation between superstar athletes. Real NHL data directly influences player attributes and personal tendencies like skating speed, shot power, signature playstyles, and even goalie reactions, elevating the experience with authentic intensity and strategic depth. This unique integration allows every player to live their NHL dream - moving, thinking, and playing just like their favorite athletes."The energy from the NHL is electric, with its diehard fans and the talent and physicality of the athletes. It's our job to translate that energy from the ice to the screen and make it as realistic as possible," said Cam Weber, President, EA SPORTS. "By harnessing the very same data points the NHL uses to inform all sorts of game-time strategies, EA SPORTS is doubling down on innovations and partnerships to make the most true-to-life reflection of hockey possible."“The partnership with EA SPORTS and NHL EDGE is about more than just numbers, it’s about bringing the soul of our game to life for a new generation,” said Brian Jennings, NHL Chief Branding Officer and Senior Executive Vice President. “We’ve spent years developing our best-in-class Puck and Player Tracking system to help grow the game and create new fan experiences. By placing league-grade analytics in the hands of every fan, we’re deepening the connection between the real NHL and Chel, and setting a new standard for sports gaming immersion.”Developed by EA Vancouver and EA Bucharest, EA SPORTS NHL will be available on September 12, 2025 on PlayStation®5 and Xbox Series X|S. Players who pre-order the Deluxe Edition will receive up to seven days early access and a host of in-game items and rewards. EA Play members can play like superstars with EA SPORTS™ NHL 26 in the EA Play** 10-hour early access trial starting September 5th, 2025. Members also score perks, including 3,000 WOC Coins and Season Pass XP Multiplier Tokens, as well as receive 10% off EA digital content including pre-orders, game downloads, NHL Points, and DLC. For more information on EA Play please visit keep up-to-date with the latest game news and information, visit and follow our social channels.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.com*Conditions and restrictions apply. See ea.com/games/nhl/nhl-26/game-disclaimers for details.** Conditions, limitations and exclusions apply. See EA Play Terms for details.About Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognised for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.© 2024 Electronic Arts Inc. Electronic Arts, EA SPORTS, Frostbite, and the EA SPORTS and Frostbite logos are trademarks of Electronic Arts Inc.About the NHLThe National Hockey League, founded in 1917, consists of 32 Member Clubs. Each team roster reflects the League’s international makeup with players from more than 20 countries represented, all vying for the most cherished and historic trophy in professional sports – the Stanley Cup®. Every year, the NHL entertains more than 670 million fans in-arena and through its partners on national television and radio; more than 191 million followers - league, team and player accounts combined - across Facebook, Twitter, Instagram, Snapchat, TikTok, and YouTube; and more than 100 million fans online at NHL.com. The League broadcasts games in more than 160 countries and territories through its rightsholders including ESPN, WBD Sports and NHL Network in the U.S.; Sportsnet and TVA Sports in Canada; Viaplay in the Nordics, Baltics, Poland and the UK; MTV3 in Finland; Nova in Czech Republic and Slovakia; Sky Sports and ProSieben in Germany; MySports in Switzerland; and CCTV5+ in China; and reaches fans worldwide with games available to stream in every country. Fans are engaged across the League’s digital assets on mobile devices via the free NHL® App; across nine social media platforms; on SiriusXM NHL Network Radio™; and on NHL.com, available in eight languages and featuring unprecedented access to player and team statistics as well as every regular-season and playoff game box score dating back to the League’s inception, powered by SAP. NHL Productions develops compelling original programming featuring unprecedented access to players, coaches and League and team personnel for distribution across the NHL’s social and digital platforms.The NHL is committed to building healthy and vibrant communities using the sport of hockey to celebrate fans of every race, color, religion, national origin, gender identity, age, sexual orientation, and socio-economic status. The NHL’s Hockey Is For Everyone® initiative reinforces that the official policy of the sport is one of inclusion on the ice, in locker rooms, boardrooms and stands. The NHL is expanding access and opportunity for people of all backgrounds and abilities to play hockey, fostering more inclusive environments and growing the game through a greater diversity of participants. To date, the NHL has invested more than million in youth hockey and grassroots programs, with a commitment to invest an additional million for diversity and inclusion programs over the next year.NHL and the NHL Shield are registered trademarks of the National Hockey League. NHL and NHL team marks are the property of the NHL and its teams. © 2025 NHL. All Rights Reserved.About the National Hockey League Players’ AssociationThe National Hockey League Players’ Association, established in 1967, is a labour organization whose members are the players in the National Hockey League. The NHLPA works on behalf of the players in varied disciplines such as labour relations, product licensing, marketing, international hockey and community relations, all in furtherance of its efforts to promote its members and the game of hockey. In 1999, the NHLPA Goals & Dreams fund was launched as a way for the players to give something back to the game they love. Over the past 25 years, tens of thousands of deserving children in 44 countries have benefited from the players' donations of hockey equipment. NHLPA Goals & Dreams has donated more than million to grassroots hockey programs, making it the largest program of its kind. For more information on the NHLPA, please visit www.nhlpa.com.NHLPA, National Hockey League Players’ Association and the NHLPA logo are registered trademarks of the NHLPA and are used under license. © NHLPA. All Rights Reserved. Natalia Lombardi Global Public Relations ManagerSource: Electronic Arts Inc. Multimedia Files: #sports #nhl #elevates #authenticity #with
    EA SPORTS™ NHL® 26 Elevates Authenticity With NHL EDGE Partnership and ICE-Q 2.0 Integration
    news.ea.com
    August 11, 2025 Advanced League-Backed Positional Data Now Drives Hockey’s Most Lifelike Experience Off The Ice; NHL EDGE Brings Advanced Analytics to Chel REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ: EA) today announced a groundbreaking new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26, marking a new era for authenticity in sports gaming and entertainment. This collaboration brings the same advanced analytics used by NHL teams into the hands of players and fans, powering the all-new ICE-Q 2.0 gameplay system for the most realistic hockey gameplay ever.Electronic Arts presents new partnership with the National Hockey League to integrate official NHL EDGE data directly into EA SPORTS™ NHL® 26For the first time in franchise history, real-world Puck and Player Tracking data - captured by infrared technology and arena cameras across all 32 NHL rinks - is seamlessly woven into the fabric of NHL 26. The NHL EDGE system tracks millions of data points, from skating acceleration and top speed to shot power, shot location and save types, all of which now inform on-ice behavior in NHL 26. ICE Q 2.0 powered by NHL EDGE ensures the in-game action mirrors the intensity and individuality of the NHL’s best.With ICE-Q 2.0 players will notice significant differentiation between superstar athletes. Real NHL data directly influences player attributes and personal tendencies like skating speed, shot power, signature playstyles, and even goalie reactions, elevating the experience with authentic intensity and strategic depth. This unique integration allows every player to live their NHL dream - moving, thinking, and playing just like their favorite athletes."The energy from the NHL is electric, with its diehard fans and the talent and physicality of the athletes. It's our job to translate that energy from the ice to the screen and make it as realistic as possible," said Cam Weber, President, EA SPORTS. "By harnessing the very same data points the NHL uses to inform all sorts of game-time strategies, EA SPORTS is doubling down on innovations and partnerships to make the most true-to-life reflection of hockey possible."“The partnership with EA SPORTS and NHL EDGE is about more than just numbers, it’s about bringing the soul of our game to life for a new generation,” said Brian Jennings, NHL Chief Branding Officer and Senior Executive Vice President. “We’ve spent years developing our best-in-class Puck and Player Tracking system to help grow the game and create new fan experiences. By placing league-grade analytics in the hands of every fan, we’re deepening the connection between the real NHL and Chel, and setting a new standard for sports gaming immersion.”Developed by EA Vancouver and EA Bucharest, EA SPORTS NHL will be available on September 12, 2025 on PlayStation®5 and Xbox Series X|S. Players who pre-order the Deluxe Edition will receive up to seven days early access and a host of in-game items and rewards. EA Play members can play like superstars with EA SPORTS™ NHL 26 in the EA Play** 10-hour early access trial starting September 5th, 2025. Members also score perks, including 3,000 WOC Coins and Season Pass XP Multiplier Tokens, as well as receive 10% off EA digital content including pre-orders, game downloads, NHL Points, and DLC. For more information on EA Play please visit https://www.ea.com/ea-play.To keep up-to-date with the latest game news and information, visit https://www.ea.com/games/nhl/nhl-26 and follow our social channels.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.com*Conditions and restrictions apply. See ea.com/games/nhl/nhl-26/game-disclaimers for details.** Conditions, limitations and exclusions apply. See EA Play Terms for details.About Electronic ArtsElectronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognised for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.© 2024 Electronic Arts Inc. Electronic Arts, EA SPORTS, Frostbite, and the EA SPORTS and Frostbite logos are trademarks of Electronic Arts Inc.About the NHLThe National Hockey League (NHL®), founded in 1917, consists of 32 Member Clubs. Each team roster reflects the League’s international makeup with players from more than 20 countries represented, all vying for the most cherished and historic trophy in professional sports – the Stanley Cup®. Every year, the NHL entertains more than 670 million fans in-arena and through its partners on national television and radio; more than 191 million followers - league, team and player accounts combined - across Facebook, Twitter, Instagram, Snapchat, TikTok, and YouTube; and more than 100 million fans online at NHL.com. The League broadcasts games in more than 160 countries and territories through its rightsholders including ESPN, WBD Sports and NHL Network in the U.S.; Sportsnet and TVA Sports in Canada; Viaplay in the Nordics, Baltics, Poland and the UK; MTV3 in Finland; Nova in Czech Republic and Slovakia; Sky Sports and ProSieben in Germany; MySports in Switzerland; and CCTV5+ in China; and reaches fans worldwide with games available to stream in every country. Fans are engaged across the League’s digital assets on mobile devices via the free NHL® App; across nine social media platforms; on SiriusXM NHL Network Radio™; and on NHL.com, available in eight languages and featuring unprecedented access to player and team statistics as well as every regular-season and playoff game box score dating back to the League’s inception, powered by SAP. NHL Productions develops compelling original programming featuring unprecedented access to players, coaches and League and team personnel for distribution across the NHL’s social and digital platforms.The NHL is committed to building healthy and vibrant communities using the sport of hockey to celebrate fans of every race, color, religion, national origin, gender identity, age, sexual orientation, and socio-economic status. The NHL’s Hockey Is For Everyone® initiative reinforces that the official policy of the sport is one of inclusion on the ice, in locker rooms, boardrooms and stands. The NHL is expanding access and opportunity for people of all backgrounds and abilities to play hockey, fostering more inclusive environments and growing the game through a greater diversity of participants. To date, the NHL has invested more than $100 million in youth hockey and grassroots programs, with a commitment to invest an additional $5 million for diversity and inclusion programs over the next year.NHL and the NHL Shield are registered trademarks of the National Hockey League. NHL and NHL team marks are the property of the NHL and its teams. © 2025 NHL. All Rights Reserved.About the National Hockey League Players’ AssociationThe National Hockey League Players’ Association, established in 1967, is a labour organization whose members are the players in the National Hockey League. The NHLPA works on behalf of the players in varied disciplines such as labour relations, product licensing, marketing, international hockey and community relations, all in furtherance of its efforts to promote its members and the game of hockey. In 1999, the NHLPA Goals & Dreams fund was launched as a way for the players to give something back to the game they love. Over the past 25 years, tens of thousands of deserving children in 44 countries have benefited from the players' donations of hockey equipment. NHLPA Goals & Dreams has donated more than $26 million to grassroots hockey programs, making it the largest program of its kind. For more information on the NHLPA, please visit www.nhlpa.com.NHLPA, National Hockey League Players’ Association and the NHLPA logo are registered trademarks of the NHLPA and are used under license. © NHLPA. All Rights Reserved. Natalia Lombardi Global Public Relations Manager [email protected] Source: Electronic Arts Inc. Multimedia Files:
    2 Commentaires ·0 Parts
  • Video games have a serious crediting problem, but unions can help

    It shouldn't be so hard for developers to receive credit for their work. Industry activists have been campaigning for years to create standardized crediting practices but the problem persists. Many developers still aren't being recognized for their contributions and it is a debilitating issue. It's not just a case of someone not seeing their name in lights. It's a practice that can hamper careers—especially those of industry newcomers who might be asked to prove they've worked on a shipped game.Localization and translation specialist Tamara Morales recently told Game Developer that freelancers, too, rely heavily on credits to bring in more work and show their experience. It's like a resume. Proper crediting is crucial for game workers that have been pushed to the margins, like contract workers or external teams.Unions could help standardize the crediting process and guarantee compliance.The struggle for developers to get proper recognition for their work in the industry has been well-documented. Often, individuals working for external support teams, like localization or quality assurance, will be omitted. Sometimes, studios will leave out the names of people who departed ahead of launch. Improper crediting doesn't always mean a person can't list a project on their resume, but it's—at best—unfair to the developers who worked on the game and aren't credited and, at worst, actively hampering careers. The impact varies from person to person and studio to studio—there’s a ton of inconsistency—but the problem remains pervasive.Related:Union contracts can deliver 'tangible, positive change across the industry'Nazih Fares, the vice chair of the International Game Developers Association'sgame credits special interest group, told Game Developer that while working as a public relations contractor for major game companies, they'd been left out of the credits for more than 50 games they supported. Their first game credit for Metal Gear Solid 5 was a 'special thanks' at the end of the roll call—something that didn't accurately represent the scope of their contributions.When they began specifically asking for credits, they were told the studio that had solicited their services didn't include external developers in their credits. "It was frustrating to be in that situation, and I knew that I wasn't the only one," Fares said. "It wasn't just me."The IGDA's game credits group published a lengthy paper on the best practices for game crediting in 2023, which includes standards that define an "inclusive" crediting philosophy. The group even built tools in Unreal Engine to streamline the task of importing credits into a game.Related:Industry consultant Tarja Porkka-Kontturi told us several studios have adopted those IGDA guidelines, but that "widespace implementation is still absolutely lacking."The problem is that the IGDA can't force companies to implement a standardized process—but contracts can. "I firmly believe that if unions and developers collaborated to embed fair crediting practices—such as the ones we've outlined in the IGDA Game Credits Guidelines—into collective agreements, it would bring tangible, positive change across the industry, globally," Porkka-Kontturi said. "As mentioned, this kind of inclusion in union contracts would not only strengthen the position of workers but also give studios a clear, standardized process to follow."Freelance writer and narrative designer Anna C. Webster also suggested unions can provide a pathway to standardization. "are critical," she said. "Being properly credited on a title is essential to our individual careers as workers, and also just general fairness. Being able to say, 'Hey, I worked on this,' is important to show the work you did and not undercut labor in any way."Related:Webster is a member of the United Video Game Workers-Communications Workers of America'sorganizing committee and the interim chair of the freelancing and contractors issues' committee. She said the standardization of video game credits is something the freelancing committee is particularly interested in. Hollywood unions, like the Writers Guild of America or the Producers Guild, have built out and enforced crediting rules. The video game industry doesn't have any overarching bodies to do that—so companies are still able to follow their own whims.Sega and ZeniMax unions successfully bargained for standardized crediting practices The Communications Workers of America told Game Developer that several video game industry unions, like Sega of America and ZeniMax Workers United, have already bargained for standardized credits in their contracts. Sega of America's contract, for instance, requires the company to credit all workers that contribute to its games—including "early QA testers."ZeniMax Workers United has two pages dedicated to crediting practices in its signed contract agreement. It sets out the following attribution guidelines:a) The Employer will credit all bargaining unit employees who are assignedto the title and are employed 90 calendar days before a project’s full public release date. Anyone not employed 90 days minimum before the projected full release date will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.b) Bargaining unit employees must work on the title for at least 30 calendar days before the credit lock date. Contributors below this threshold will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.c) Bargaining unit employees will be credited by their lived nameand their role or nature of work at the time credits are created. In the event a bargaining unit employee updates their lived name with Human Resources, the Employer shall then update the publicly accessible list of credits, if available. Changes or updates to in-game credits will be at Management’s discretion.d) Credits shall be updated with credit given to those who meet these criteria for additional major releases related to the game.The contract also has a section that lays out the visibility of credits, too. The credits have to be made available to anyone who plays the game, regardless of whether or not they've completed it. There's even a process that outlines how the company must be informed if mistakes are made, and if they want to change how their name appears..Unions, then, have both collective worker power and legal strength to push back on a multitude of issues, including crediting problems. The union has resources that an individual may not, meaning workers don't simply have to trust an internal policy. They can also garner widespread cross-industry support. UVW-CWA, unlike the unions under Sega of America and ZeniMax, is a direct-join union. That means any game worker can join its ranks, regardless of where they work or whether they’re a freelance or contract worker.UVW-CWA currently has more than 500 members across the industry in North America and Canada. It works differently in that there isn't a contract between the union and specific companies. Instead, its power comes from the collective voice of members.The freelancing group under UVW-CWA is looking to create contract standards to help individual workers negotiate crediting terms into their contracts with companies. Webster said the union hasn't nailed down exact language just yet, but explained it could be useful, for instance, to ensure anybody who worked on a game for more than 30 days must be included in the credits."Game developers and publishers could work with unions in drafting a clause in the contract stating that all external collaborators are credited no matter how big or small that collaboration is," Morales added. Crucially, those clauses could be used to hold companies accountable if people are not properly credited. Morales said organizations like ATRAE are working to help people receive proper credits. That includes helping developers contact studios to make them aware of crediting issues in the hopes of delivering a fix.Studios don't always comply, but with contracts in hand—or a mass of worker support—that could change.
    #video #games #have #serious #crediting
    Video games have a serious crediting problem, but unions can help
    It shouldn't be so hard for developers to receive credit for their work. Industry activists have been campaigning for years to create standardized crediting practices but the problem persists. Many developers still aren't being recognized for their contributions and it is a debilitating issue. It's not just a case of someone not seeing their name in lights. It's a practice that can hamper careers—especially those of industry newcomers who might be asked to prove they've worked on a shipped game.Localization and translation specialist Tamara Morales recently told Game Developer that freelancers, too, rely heavily on credits to bring in more work and show their experience. It's like a resume. Proper crediting is crucial for game workers that have been pushed to the margins, like contract workers or external teams.Unions could help standardize the crediting process and guarantee compliance.The struggle for developers to get proper recognition for their work in the industry has been well-documented. Often, individuals working for external support teams, like localization or quality assurance, will be omitted. Sometimes, studios will leave out the names of people who departed ahead of launch. Improper crediting doesn't always mean a person can't list a project on their resume, but it's—at best—unfair to the developers who worked on the game and aren't credited and, at worst, actively hampering careers. The impact varies from person to person and studio to studio—there’s a ton of inconsistency—but the problem remains pervasive.Related:Union contracts can deliver 'tangible, positive change across the industry'Nazih Fares, the vice chair of the International Game Developers Association'sgame credits special interest group, told Game Developer that while working as a public relations contractor for major game companies, they'd been left out of the credits for more than 50 games they supported. Their first game credit for Metal Gear Solid 5 was a 'special thanks' at the end of the roll call—something that didn't accurately represent the scope of their contributions.When they began specifically asking for credits, they were told the studio that had solicited their services didn't include external developers in their credits. "It was frustrating to be in that situation, and I knew that I wasn't the only one," Fares said. "It wasn't just me."The IGDA's game credits group published a lengthy paper on the best practices for game crediting in 2023, which includes standards that define an "inclusive" crediting philosophy. The group even built tools in Unreal Engine to streamline the task of importing credits into a game.Related:Industry consultant Tarja Porkka-Kontturi told us several studios have adopted those IGDA guidelines, but that "widespace implementation is still absolutely lacking."The problem is that the IGDA can't force companies to implement a standardized process—but contracts can. "I firmly believe that if unions and developers collaborated to embed fair crediting practices—such as the ones we've outlined in the IGDA Game Credits Guidelines—into collective agreements, it would bring tangible, positive change across the industry, globally," Porkka-Kontturi said. "As mentioned, this kind of inclusion in union contracts would not only strengthen the position of workers but also give studios a clear, standardized process to follow."Freelance writer and narrative designer Anna C. Webster also suggested unions can provide a pathway to standardization. "are critical," she said. "Being properly credited on a title is essential to our individual careers as workers, and also just general fairness. Being able to say, 'Hey, I worked on this,' is important to show the work you did and not undercut labor in any way."Related:Webster is a member of the United Video Game Workers-Communications Workers of America'sorganizing committee and the interim chair of the freelancing and contractors issues' committee. She said the standardization of video game credits is something the freelancing committee is particularly interested in. Hollywood unions, like the Writers Guild of America or the Producers Guild, have built out and enforced crediting rules. The video game industry doesn't have any overarching bodies to do that—so companies are still able to follow their own whims.Sega and ZeniMax unions successfully bargained for standardized crediting practices The Communications Workers of America told Game Developer that several video game industry unions, like Sega of America and ZeniMax Workers United, have already bargained for standardized credits in their contracts. Sega of America's contract, for instance, requires the company to credit all workers that contribute to its games—including "early QA testers."ZeniMax Workers United has two pages dedicated to crediting practices in its signed contract agreement. It sets out the following attribution guidelines:a) The Employer will credit all bargaining unit employees who are assignedto the title and are employed 90 calendar days before a project’s full public release date. Anyone not employed 90 days minimum before the projected full release date will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.b) Bargaining unit employees must work on the title for at least 30 calendar days before the credit lock date. Contributors below this threshold will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.c) Bargaining unit employees will be credited by their lived nameand their role or nature of work at the time credits are created. In the event a bargaining unit employee updates their lived name with Human Resources, the Employer shall then update the publicly accessible list of credits, if available. Changes or updates to in-game credits will be at Management’s discretion.d) Credits shall be updated with credit given to those who meet these criteria for additional major releases related to the game.The contract also has a section that lays out the visibility of credits, too. The credits have to be made available to anyone who plays the game, regardless of whether or not they've completed it. There's even a process that outlines how the company must be informed if mistakes are made, and if they want to change how their name appears..Unions, then, have both collective worker power and legal strength to push back on a multitude of issues, including crediting problems. The union has resources that an individual may not, meaning workers don't simply have to trust an internal policy. They can also garner widespread cross-industry support. UVW-CWA, unlike the unions under Sega of America and ZeniMax, is a direct-join union. That means any game worker can join its ranks, regardless of where they work or whether they’re a freelance or contract worker.UVW-CWA currently has more than 500 members across the industry in North America and Canada. It works differently in that there isn't a contract between the union and specific companies. Instead, its power comes from the collective voice of members.The freelancing group under UVW-CWA is looking to create contract standards to help individual workers negotiate crediting terms into their contracts with companies. Webster said the union hasn't nailed down exact language just yet, but explained it could be useful, for instance, to ensure anybody who worked on a game for more than 30 days must be included in the credits."Game developers and publishers could work with unions in drafting a clause in the contract stating that all external collaborators are credited no matter how big or small that collaboration is," Morales added. Crucially, those clauses could be used to hold companies accountable if people are not properly credited. Morales said organizations like ATRAE are working to help people receive proper credits. That includes helping developers contact studios to make them aware of crediting issues in the hopes of delivering a fix.Studios don't always comply, but with contracts in hand—or a mass of worker support—that could change. #video #games #have #serious #crediting
    Video games have a serious crediting problem, but unions can help
    www.gamedeveloper.com
    It shouldn't be so hard for developers to receive credit for their work. Industry activists have been campaigning for years to create standardized crediting practices but the problem persists. Many developers still aren't being recognized for their contributions and it is a debilitating issue. It's not just a case of someone not seeing their name in lights. It's a practice that can hamper careers—especially those of industry newcomers who might be asked to prove they've worked on a shipped game.Localization and translation specialist Tamara Morales recently told Game Developer that freelancers, too, rely heavily on credits to bring in more work and show their experience. It's like a resume. Proper crediting is crucial for game workers that have been pushed to the margins, like contract workers or external teams.Unions could help standardize the crediting process and guarantee compliance.The struggle for developers to get proper recognition for their work in the industry has been well-documented. Often, individuals working for external support teams, like localization or quality assurance, will be omitted. Sometimes, studios will leave out the names of people who departed ahead of launch. Improper crediting doesn't always mean a person can't list a project on their resume, but it's—at best—unfair to the developers who worked on the game and aren't credited and, at worst, actively hampering careers. The impact varies from person to person and studio to studio—there’s a ton of inconsistency—but the problem remains pervasive.Related:Union contracts can deliver 'tangible, positive change across the industry'Nazih Fares, the vice chair of the International Game Developers Association's (IGDA) game credits special interest group, told Game Developer that while working as a public relations contractor for major game companies, they'd been left out of the credits for more than 50 games they supported. Their first game credit for Metal Gear Solid 5 was a 'special thanks' at the end of the roll call—something that didn't accurately represent the scope of their contributions.When they began specifically asking for credits, they were told the studio that had solicited their services didn't include external developers in their credits. "It was frustrating to be in that situation, and I knew that I wasn't the only one," Fares said. "It wasn't just me."The IGDA's game credits group published a lengthy paper on the best practices for game crediting in 2023, which includes standards that define an "inclusive" crediting philosophy. The group even built tools in Unreal Engine to streamline the task of importing credits into a game.Related:Industry consultant Tarja Porkka-Kontturi told us several studios have adopted those IGDA guidelines, but that "widespace implementation is still absolutely lacking."The problem is that the IGDA can't force companies to implement a standardized process—but contracts can. "I firmly believe that if unions and developers collaborated to embed fair crediting practices—such as the ones we've outlined in the IGDA Game Credits Guidelines—into collective agreements, it would bring tangible, positive change across the industry, globally," Porkka-Kontturi said. "As mentioned, this kind of inclusion in union contracts would not only strengthen the position of workers but also give studios a clear, standardized process to follow."Freelance writer and narrative designer Anna C. Webster also suggested unions can provide a pathway to standardization. "[Credits] are critical," she said. "Being properly credited on a title is essential to our individual careers as workers, and also just general fairness. Being able to say, 'Hey, I worked on this,' is important to show the work you did and not undercut labor in any way."Related:Webster is a member of the United Video Game Workers-Communications Workers of America's (UVW-CWA) organizing committee and the interim chair of the freelancing and contractors issues' committee. She said the standardization of video game credits is something the freelancing committee is particularly interested in. Hollywood unions, like the Writers Guild of America or the Producers Guild, have built out and enforced crediting rules. The video game industry doesn't have any overarching bodies to do that—so companies are still able to follow their own whims.Sega and ZeniMax unions successfully bargained for standardized crediting practices The Communications Workers of America told Game Developer that several video game industry unions, like Sega of America and ZeniMax Workers United, have already bargained for standardized credits in their contracts. Sega of America's contract, for instance, requires the company to credit all workers that contribute to its games—including "early QA testers."ZeniMax Workers United has two pages dedicated to crediting practices in its signed contract agreement. It sets out the following attribution guidelines:a) The Employer will credit all bargaining unit employees who are assigned (or ancillary) to the title and are employed 90 calendar days before a project’s full public release date. Anyone not employed 90 days minimum before the projected full release date will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.b) Bargaining unit employees must work on the title for at least 30 calendar days before the credit lock date. Contributors below this threshold will appear in “Special Thanks”, “Additional Credits” or some other equitable designation.c) Bargaining unit employees will be credited by their lived name (first and last) and their role or nature of work at the time credits are created. In the event a bargaining unit employee updates their lived name with Human Resources, the Employer shall then update the publicly accessible list of credits, if available. Changes or updates to in-game credits will be at Management’s discretion.d) Credits shall be updated with credit given to those who meet these criteria for additional major releases related to the game (large updates, DLC, etc).The contract also has a section that lays out the visibility of credits, too. The credits have to be made available to anyone who plays the game, regardless of whether or not they've completed it. There's even a process that outlines how the company must be informed if mistakes are made, and if they want to change how their name appears. (The contract doesn't have any process—aside from being "at the employer’s discretion"—on how people who no longer work there can have theirs changed).Unions, then, have both collective worker power and legal strength to push back on a multitude of issues, including crediting problems. The union has resources that an individual may not, meaning workers don't simply have to trust an internal policy. They can also garner widespread cross-industry support. UVW-CWA, unlike the unions under Sega of America and ZeniMax, is a direct-join union. That means any game worker can join its ranks, regardless of where they work or whether they’re a freelance or contract worker.UVW-CWA currently has more than 500 members across the industry in North America and Canada. It works differently in that there isn't a contract between the union and specific companies. Instead, its power comes from the collective voice of members.The freelancing group under UVW-CWA is looking to create contract standards to help individual workers negotiate crediting terms into their contracts with companies. Webster said the union hasn't nailed down exact language just yet, but explained it could be useful, for instance, to ensure anybody who worked on a game for more than 30 days must be included in the credits."Game developers and publishers could work with unions in drafting a clause in the contract stating that all external collaborators are credited no matter how big or small that collaboration is," Morales added. Crucially, those clauses could be used to hold companies accountable if people are not properly credited. Morales said organizations like ATRAE are working to help people receive proper credits. That includes helping developers contact studios to make them aware of crediting issues in the hopes of delivering a fix.Studios don't always comply, but with contracts in hand—or a mass of worker support—that could change.
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  • صاحبي، شحال من مرة نخمم في الخدمة وكيما العادة، اليوم شفت حاجة غريبة. راني نراقب في سوق العمل وكي العادة، راهم يطلعو بلايصة جديدة للفنانين في Blender. العنوان يقول: "Blender Jobs for July 25, 2025" وهاك تشوف، جايبين فرص جديدة، حتى في بلاد كندا!

    كيما ديرها في بلاصة، كاين واحد كيشوف على "Environment Artist" وواحد خاطر "Kirby 3D Model" يحتاج شوية مساعدة في "Eye Animation". واه، نحبك تفهم أنو الخدمة في Unreal Engine وBlender راهم في السباق، وكيما نقولو، بلي راهي فرصة ملاح للناس اللي حابين يطلعوا في هذا الميدان.

    بصح يخي حالة، المود متاعهم غير "CANADA ONLY" يعني راهم يركزو على ناس من هناك. معليش، راني نخمم في راسي، كيما نقولو ولا نعاود نبعث لهم "message" وندير "call" ونوكلهم
    صاحبي، شحال من مرة نخمم في الخدمة وكيما العادة، اليوم شفت حاجة غريبة. راني نراقب في سوق العمل وكي العادة، راهم يطلعو بلايصة جديدة للفنانين في Blender. العنوان يقول: "Blender Jobs for July 25, 2025" وهاك تشوف، جايبين فرص جديدة، حتى في بلاد كندا! 😅 كيما ديرها في بلاصة، كاين واحد كيشوف على "Environment Artist" وواحد خاطر "Kirby 3D Model" يحتاج شوية مساعدة في "Eye Animation". واه، نحبك تفهم أنو الخدمة في Unreal Engine وBlender راهم في السباق، وكيما نقولو، بلي راهي فرصة ملاح للناس اللي حابين يطلعوا في هذا الميدان. بصح يخي حالة، المود متاعهم غير "CANADA ONLY" يعني راهم يركزو على ناس من هناك. معليش، راني نخمم في راسي، كيما نقولو ولا نعاود نبعث لهم "message" وندير "call" ونوكلهم
    www.blendernation.com
    Here's an overview of the most recent Blender jobs on Blender Artists, ArtStation and 3djobs.xyz: Environment Artist - Blender and Unreal Engine Closed Help Needed: Kirby 3D Model – Eye Animation for Unreal Engine 3D Generalist - Blender - Unreal Eng
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