GDPR: Publishers are shaking up the Video Game industry

While many service industries have implemented strong GDPR strategies, the Audiovisual Industry is lagging behind and many companies are struggling to find skilled resources and the time to integrate solid GDPR compliance strategies.

At the same time, the industry is seeing a transformation taking place on a global level, particularly in the Video Game Industry. Publishers are fine-tuning their internal compliance policies, and making it clear to their suppliers that GDPR compliance is no longer an option, but an obligation.

Indeed, in the booming video game industry, with forecasted revenues of $159 billion in 2020, a 9% increase over 2019 (source: New Zoo), non-compliance risks are enormous, and industry leaders are no longer taking  chances with partners unable to provide proof of compliance.

Non-compliance penalties can reach as high as 4% of global revenues or €20M, whichever is higher. As for publishers brand image, it can be durably affected by a legal condemnation.

"We are extremely sensitive to the importance of personal data protection and we require our service providers to be perfectly compliant with GDPR, particularly in dubbing production. This is why we now refuse to receive castings that do not respect the fundamental principles of this regulation. We now listen to all of our providers' castings via streaming on Mediartis. The solution is pleasant, easy and efficient to use and guarantees us a total respect of personal data protection regulations".
Franck Genty
Localisation Manager - Bandai Namco Entertainment Europe

Publishers are the forerunners in this industry, and they place a high value on player relations and respecting their personal data. They favour the precepts of Privacy by Design and Privacy by Default.

GDPR considers all project stakeholders co-responsible for projects, and publishers are increasing aware of external risks that could potentially harm their companies. They are focusing more and more on the audio GDPR compliance of their partners, especially the dubbing / VO casting phase which requires large casting databases with high volumes of voice-data. 

Voices used in video games

No doubt other major global clients in audiovisual production industries such as cinema, TV series, documentaries, advertising, e-learning, audiobooks, etc. will quickly follow in solidifying their own their audio GDPR strategies and requiring compliance from their partners and suppliers.

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