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===Video games=== The cost of developing [[AAA (video game industry)|AAA video games]] has increased significantly over recent years,<ref>{{cite web |last=Koster |first=Raph |date=January 23, 2018 |title=The cost of games |url=https://venturebeat.com/2018/01/23/the-cost-of-games/ |access-date=June 20, 2019 |publisher=VentureBeat |quote=The trajectory line for triple-A games ... goes up tenfold every 10 years and has since at least 1995 or so ...}}</ref><ref>{{cite news |last=Takatsuki |first=Yo |date=December 27, 2007 |title=Cost headache for game developers |url=http://news.bbc.co.uk/1/hi/business/7151961.stm |work=BBC News}}</ref><ref>{{cite web |last=Mattas |first=Jeff |date=12 January 2010 |title=Video Game Development Costs Continue to Rise in Face of Nearly 12K Layoffs Since '08 |url=http://www.shacknews.com/article/61911/video-game-development-costs-continue |publisher=Shacknews}}</ref> often reaching tens or even hundreds of millions of dollars due to high expectations for detailed graphics, expansive worlds, and advanced gameplay. Video game companies have turned to sequels as a dependable business strategy.<ref>{{cite news |last=Taub |first=Eric |date=September 20, 2004 |title=In Video Games, Sequels Are Winners |url=https://www.nytimes.com/2004/09/20/technology/in-video-games-sequels-are-winners.html |access-date=June 20, 2019 |work=The New York Times}}</ref> Sequels are now a dominant trend in the industry, making up a large proportion of new releases from major publishers.<ref name=":1">{{cite news |last=Richtel |first=Matt |date=August 8, 2005 |title=Relying on Video Game Sequels |url=https://www.nytimes.com/2005/08/08/technology/relying-on-video-game-sequels.html |access-date=June 20, 2019 |work=The New York Times}}</ref> One reason they are prevalent is their ability to provide a stable revenue stream in a volatile market. Building on an existing brand with an established fan base, sequels are perceived as safer investments than new [[Intellectual property|intellectual properties (IP)]]. They allow companies to capitalize on previous successes, ensuring a built-in audience and reducing the financial risk associated with launching a new and unproven concept. Additionally, sequels of a formula that players already enjoy, balancing familiarity with new features or improvements, which can increase player retention and positive reception.<ref name=":1" />
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