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Xsolla President Urges Video Game Sector to Ditch Hit-Driven Reliance

A new book by Xsolla president Chris Hewish argues interactive entertainment must rethink revenue models rather than banking exclusively on mega-hits.

By Grant Whitfield · September 24, 2026 · 1 min read

Published by Hollywood Tomorrow

Gaming illustration for Xsolla President Urges Video Game Sector to Ditch Hit-Driven Reliance
Gaming illustration for Xsolla President Urges Video Game Sector to Ditch Hit-Driven Reliance

Xsolla president Chris Hewish is presenting a blueprint for interactive entertainment companies looking to escape volatile, hit-driven commercial cycles, according to a report from Variety - Digital detailing his new business book.

The push arrives as the roughly $350 billion global video game industry navigates an extended period of retrenchment. Publishers across the sector have instituted severe workforce reductions, cancelled speculative projects, and adjusted to the ongoing phaseout of physical media in favor of entirely digital ecosystems.

While market observers often look toward anticipated tentpoles like "Grand Theft Auto VI" to reinvigorate overall industry balance sheets, Hewish argues that relying on individual blockbuster releases cannot resolve systemic structural problems. His work instead explores operational adjustments and sustainable monetization avenues designed to stabilize studios between releases.

The publication highlights tactics for independent and mid-tier developers to build durable commercial foundations without taking on ruinous production costs. The focus centers on diversifying revenue streams, optimizing direct-to-consumer distribution channels, and managing overhead in an era of tightening capital markets.

For entertainment executives tracking convergence across media, the interactive sector's structural reckoning closely mirrors the film and television business's shift away from unchecked volume. Hollywood Tomorrow views the gaming industry's transition away from blockbuster dependency as a critical test of whether digital entertainment can establish predictable margins amid rising development costs.

Reported from the originating source.

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