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Games Are for Players, not Stock Holders

The Urgent Case for Co-operative, Player-Governed Live Service Games

"The system is working exactly as intended and must be dismantled."

Live service games promise us ever-evolving worlds and vibrant communities. Yet, too often, this potential is tarnished by player frustration, developer burnout, and the creeping sense that the games we love are not designed for us, but for the abstract demands of distant stock holders. This book argues that this is the direct result of a business model fundamentally misaligned with the well-being of players and creators alike—and it presents a proven, viable, and urgent alternative.

Games Are for Players, not Stock Holders is a manifesto that moves beyond surface-level critiques to tackle the systemic issues in game development. It makes the case that live service games must transition to co-operative, player-governed structures to achieve true ethical integrity, sustainability, and success.


What You'll Discover Inside:

Drawing on real-world examples—from pioneering worker co-ops in gaming to successful, large-scale consumer co-operatives—this book provides a comprehensive blueprint for a new kind of game studio. Fully illustrated with dozens of diagrams and charts, it breaks down complex ideas into clear, actionable insights.

  • Part I: Foundations – Co-ops vs. Corporations: Learn the core principles of co-operatives and see a sharp, comparative breakdown of how the player experience—from monetization to game updates—differs under a co-op versus a stock company.
  • Part II: Player Governance & Co-Creation: Explore what "player-governed" truly means. Discover how players can exercise genuine democratic control over the studio that runs their game and how that foundation enables authentic co-creation of game worlds.
  • Part III: Ethical Frameworks & Well-being: See how co-operative principles inherently lead to more ethical game design, fair monetization, and a greater focus on the holistic well-being of both the player community and the development team.
  • Part IV: Economic Viability & Sustainability: Tackle the crucial questions of financial health. Find out how co-operative games can build robust, ethical economies that prioritize long-term stability and direct member benefit over short-term stock holder gains.
  • Part V: The Path Forward: Synthesize the book's arguments into actionable steps and strategies for building a future where live service games are genuinely owned, governed, and shaped by their player communities.

Who Is This Book For?

  • Players who feel disrespected by current industry practices and dream of having a real stake in their digital worlds.
  • Developers who yearn for more equitable, stable, and creatively empowering work environments free from the pressures of "crunch" culture.
  • Studio Heads & Entrepreneurs looking for sustainable, ethical business models that build deep, lasting community trust.
  • Ethical Investors & Funders who see the long-term potential in community-centric digital enterprises.

This isn't just a critique; it's a practical guide to building a better future for gaming, together.

A physical copy of the book is available from https://indieuxr.fi/games-are-for-players/

Purchase

Buy Now$9.99 USD or more

In order to download this book you must purchase it at or above the minimum price of $9.99 USD. You will get access to the following files:

Games_Are_For_Players.pdf 29 MB