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1.4 Production, costs and revenue

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Question 5

THE CREATIVE INDUSTRIES IN THE DIGITAL AGE

Extract A: UK Video Game Sales by Delivery Format (£ million), 2021 and 2022

Digital Format20212022Physical Format20212022
PC Digital Downloads620780Console Boxed Games510340
Console Digital Downloads1,4501,820PC Boxed Games155
Mobile & Tablet Apps1,1801,310Pre-owned Physical9555
Cloud & Subscription Services340520Merchandise & Collector's Editions120145
Total Digital Format3,5904,430Total Physical Format740545

Extract B

Technological change has brought structural shifts to the global video game industry. In recent years, digital storefronts like Steam, the PlayStation Network, and the Epic Games Store have transformed how software is distributed. This shift has allowed developers to bypass traditional brick-and-mortar retail distribution networks, reducing the heavy upfront manufacturing costs associated with physical discs.

However, this digital transition presents new challenges for smaller indie studios. Over 10,000 games are uploaded to digital PC storefronts annually, creating an oversaturated marketplace where capturing consumer attention is highly difficult. To secure visibility, developers must invest heavily in digital marketing, search engine optimization, and community management. Some industry specialists argue that the nature of barriers to entry has simply shifted from physical distribution channels to digital platform algorithms and large-scale marketing spending.

While digital distribution dominates, hardware manufacturers and physical retailers still try to compete by offering exclusive hardware bundles, high-margin special editions, and nostalgic physical cartridge releases. Yet, for the vast majority of new creators, the digital space represents the only viable route to market. In this digital landscape, barriers to entry have evolved, and developers must constantly adapt their promotional and monetization strategies to survive.

Extract C

The UK government classifies video game development as a key pillar of the creative industries, which collectively contribute billions of pounds to the national economy and support hundreds of thousands of jobs. A defining feature of these creative sectors is their heavy reliance on Intellectual Property Rights (IPRs), such as copyrights for source code, trademarking of characters, and licensing agreements.

IPRs provide developers with legal monopolies over their creations, preventing rivals from copying game designs or assets. While economists generally warn that monopoly power can lead to market failure and higher prices, the legal protections of intellectual property are widely seen as critical for incentivizing risky, high-cost R&D and creative innovation in the digital economy.

Explain the term 'Barriers to entry' (Extract B) and analyse two ways in which technological change can affect entry into creative industries such as video game development.

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1.4 Production, costs and revenue Questions

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