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IGDA - Articles - Fallacies and Myths of the Retail Channel
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Home
> Articles > Retail
Fallacies and Myths of the Retail Channel
by Hal Halpin
Like most industries, the interactive entertainment business is split
into three shares of specialty: Development, Publishing, and Retail.
Each of those market segments are represented by trade associations; in
order IGDA, ESA, and IEMA. We work diligently on issues relevant to our
constituents and generally toward common goals, thus enabling a fostered
relationship and relatively open lines of communication. It was during
the course (probably the second) of dinner with Jason Della Rocca, my
counter part in the IGDA, on the eve of the 2005 Game Developers Conference that I had occasion
to bring up my frustration over the disconnects that exist between the
development community and the retail merchants. Perhaps it is due to the
intrinsic nature of the business, or that we as groups are separated by
publishers in the business model, but regardless of the reason the flow
of information seems hampered.
Jason readily agreed, and suggested that I write an article to that end;
perhaps dispelling the myths that developers tell and are told about how
the channel works. Thus, the following is a quick stab at righting the
inaccuracies and tempering the fallacies of retail:
"Retailers don't get ho"
....
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