Blame game: What’s causing massive layoffs in video games amid record year?


Summary

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Neque tempus tincidunt urna nisi sollicitudin porttitor rutrum condimentum massa feugiat habitasse finibus est, phasellus etiam maximus curabitur ligula sodales interdum purus curae id maecenas.

Parturient quam placerat pharetra

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Full story

Projects are being canceled and studios shuttered amid a wave of layoffs in the video game industry that has put thousands out of jobs. But many are wondering what’s driving these deep cuts after video game revenue hit another record in 2023.

The new year is off to a rough start for those working in gaming. In January and February alone, Kotaku reports that more than 8,100 people have or will be laid off. This is headlined by EA cutting 5% of its workforce, Sony letting go of 900 employees from its PlayStation division, and Microsoft laying off 1,900 Activision-Blizzard and Xbox employees

The global video game market reached a record $217 billion in 2023, according to estimates from video game data firm Aldora. For context, the music industry generated $28.9 billion last year, according to Barclays, while the global box office brought in $33.9 billion

“It’s both the best year and the worst year for the games industry,” Aldora co-founder and CEO Joost van Dreunen told Straight Arrow News. 

“The expectation for 2024 is a flat year. 2023 was such a blowout year in terms of these big releases that we’re now seeing,” he said. “Everybody kind of took a step back and said, ‘Let’s take it easy because 2024 doesn’t look like it’s going to be amazing.’” 

Behind the company curtain

While software sales have been massive, lagging hardware sales could be to blame for some of the cuts. 

“Sony probably assumed that the PlayStation 5 would trend the same way that PS2, 3 and 4 did,” said Michael Pachter, managing director at Wedbush Securities. “And it’s not selling as many, period. They’re three full years into the cycle and they sold 54 million units. They typically sell north of 20 million a year.” 

Meanwhile, Pachter chalks up Microsoft’s layoffs to its massive acquisition of Activision-Blizzard, which was finalized last year despite objections from the Federal Trade Commission. Shortly after the cuts became public, a lawyer for the government regulator took issue with the job loss. 

“Microsoft, I think, is largely a function of their combination with Activision,” Pachter said. “So it’s probably about 20% of the Activision workforce that they laid off. So there was certainly a lot of redundancy. You don’t need two CFOs or as many HR people or as many legal people.”

Joining forces

Consolidation is a huge part of the current gaming industry. Microsoft’s $69 billion deal to purchase Activision-Blizzard was the Windows-maker’s largest in its history. It also acquired ZeniMax Media for $7.5 billion in 2020, adding the Doom, Fallout and Elder Scrolls series to their stable.

Well before it gobbled up some of the biggest publishers in the business, Microsoft spent $2.5 billion to buy Mojang, the studio behind Minecraft, in 2014.

Sony, for its part, has taken a different approach, picking up smaller studios before they become multibillion-dollar behemoths. Its biggest acquisition was in 2022 when it spent $3.7 billion on Destiny-maker Bungie

“Either you invest a lot of money internally and develop it yourself or you acquire and hope it works,” van Dreunen said of the push to acquire studios. 

Subscription surge

Microsoft’s recent string of acquisitions is an attempt to draw gamers to its subscription service, Game Pass, which offers a rotating list of games. It’s similar to Netflix and Hulu for video games. 

“If you spend enough time in Game Pass, you never have to leave,” Pachter said. “If you spend enough time on Netflix, you never have to leave. Do you miss out on Oppenheimer? Yes, you do. But can you live without seeing Oppenheimer?”

“They rely upon scale to bring down the cost of the components… We’re not seeing component costs coming down as rapidly.”

Michael Pachter

In today’s landscape, subscription offerings are seen as a necessary part of the game. Sony has several tiers of PlayStation Plus, while Nintendo has retro offerings for Nintendo Switch Online subscribers

Subscriptions help to subsidize the business as console makers often take a loss on hardware sales. 

“When somebody goes and they buy an Xbox at their local retailer, we’re subsidizing that purchase somewhere between $100 and $200, with the expectation that we will recoup that investment over time through accessory sales and storefront,” Microsoft Gaming CEO Phil Spencer told The Wall Street Journal in 2022.

“They rely upon scale to bring down the cost of the components,” Pachter added. “But that’s not happening anymore. We’re not seeing component costs coming down as rapidly.”

How live games changed the game

The business behind video games was once a simple proposition: Develop games in the most cost-effective way possible, sell a lot of copies of the game, and come up with a new idea to do it again. 

Today, juggernaut live games boast big player counts and screen time on the platform of the player’s choosing. 

“We’ve sort of seen this inversion over the last five years, where it used to be that the platform was the biggest thing and the games would sort of tuck in within the platform,” Microsoft President of Gaming Content Matt Booty said during an episode of “The Official Xbox Podcast” in February. “Today, big games like Roblox or Fortnite could actually be bigger than any one platform. And that really has changed the way that we think about things.”

More and more, companies are looking to games as a service, which offers studios a continuing revenue model rather than relying on the initial purchase. 

“You could also sort of shape the experience according to the likes of the audience.”

Joost van Dreunen

This can be done in various ways. Some of the most popular include subscriptions for playtime, a feature seen in many large-scale, multiplayer online role-playing games like World of Warcraft.

Microtransactions, low-cost purchases that can include cosmetic items or power-ups, appear in a good portion of games these days and are most prevalent in mobile games.

See SAN’s piece on Kim Kardashian: Hollywood shutting down for more insight into this model. 

Then there are season passes, where users pay to have access to a progression tree that features in-game items that could be worth double or triple the player’s initial investment. 

“The real rationale for season pass is not to collect the $10 for the pass, it’s to keep the player engaged with daily tasks,” Pachter said. “Because the player who comes back every day to make sure he gets his money’s worth and earns his little thing tends to stay an extra 10 or 20 or 30 minutes. And more engagement just necessarily translates to higher in-app purchases.”

“The idea is to convert monthly active users into daily active users and that conversion goes up with a season pass,” he added.

A constant stream of revenue is just part of the benefit of live service games. 

“It’s much better to have live services and ongoing engagements where we build the game to 40% completion and then we just iterate on the model as we go,” van Dreunen said. “This gives you two benefits. One of them is you sidestep the issues traditionally associated with demand uncertainty.”

“But at the same time you could also sort of shape the experience according to the likes of the audience,” he continued. “So it’s much more of a back and forth rather than, ‘We develop this pristine experience right here. It’s secret and now we hope that it works.’”

“Some people like to watch movies in a theater, be entertained for two hours and go home and talk about the movie for a week,” Pachter said of the difference in models. “And others like to watch reality TV shows and watch dating shows and guess who the bachelorette is going to pick. So those are completely different experiences. Live services is far more analogous to reality TV than it is to a self-contained film.”

Exclusive game viability

Since the dawn of modern video games, console-exclusive titles have driven sales for any specific platform. 

“They’ve built their fan base very strongly around these exclusives,” van Dreunen said. “Sony and Microsoft have really put together a marketing plan for the devices that have a particular personality. And so people identify very closely with.”

In February, rumors swirled that Xbox would be offering its exclusive titles to competitors PlayStation and Nintendo. In response, the gaming media painted the situation as the end of the brand. 

“The gaming press plays to that stupid, infantile approach by saying, ‘Oh no, no, Microsoft, our understanding as gaming press is all console-first party titles should be exclusive. And you’re violating our preconceived notion of how it should be,’” Pachter said of the reaction. 

The perceived drama culminated with a special episode of “The Official Xbox Podcast” featuring Spencer. 

“So we’ve made the decision that we’re going to take four games to the other consoles, just four games, not a change to our kind of fundamental exclusive strategy,” Spencer said.

Those games are Pirate-sim Sea of Thieves, Grounded, Hi-Fi Rush and Pentiment, a far cry from Halo and Gears of War leaving Xbox. 

“I actually think Microsoft’s overarching goal is to sell Game Pass subscriptions,” Pachter said. “And their strategy is to hook the consumer. And I think that they’re acknowledging right now that they don’t have everybody.”

“What makes Fortnite so successful, makes Minecraft so successful, is that they’re available on any platform,” van Dreunen said. “And increasingly, we’ll be moving in that direction. And then we become much more platform agnostic.”

But even with these changes in the gaming industry, decades-long console wars are not heading for a peace treaty. 

“I just think sales get cut in half next cycle, not to zero,” Pachter said of the next console generation. “And then they get cut in half again the next cycle, and they get cut in half again the next cycle.”

“It’s a little bit the equivalent of having really, really expensive headphones or really, really, really high-definition televisions and there’s always going to be an audience for that,” van Dreunen said. “And then there’s everybody else.”

While this year’s gaming layoffs are on track to far outpace 2023’s numbers, it doesn’t appear to be a warning sign for the industry that has seen significant growth in recent years. 

“I would expect all these companies in 18 months to be rehiring a lot of the people that they just laid off,” van Dreunen said. 

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Why this story matters

Magnis semper primis mi nisl viverra velit et donec quisque vehicula euismod cubilia malesuada, est leo gravida praesent metus mus erat pulvinar ligula nulla diam.

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Montes malesuada class

Vestibulum curabitur gravida elementum justo vel euismod lacinia semper aliquam tincidunt et ultrices, volutpat arcu taciti porta auctor libero ultricies id suspendisse quam.

Vivamus curae conubia natoque

Ultrices erat mi varius euismod primis suspendisse ut ipsum tincidunt conubia, senectus commodo mollis dictumst vehicula auctor aliquam pulvinar nullam.

Ornare consectetur phasellus

Placerat ex class amet magnis tincidunt sagittis egestas fames turpis cursus ante, massa rutrum finibus tristique euismod ad curae malesuada pharetra urna congue, faucibus consectetur praesent conubia venenatis accumsan dictum scelerisque nascetur ullamcorper.

Get the big picture

Synthesized coverage insights across 192 media outlets

The players

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Common ground

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Diverging views

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History lesson

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Bias comparison

  • The Left egestas ad accumsan porttitor mollis sodales interdum rhoncus primis et class sem parturient eget, tristique eleifend elit mi suspendisse nostra vulputate feugiat bibendum curabitur elementum.
  • The Center lacinia arcu commodo fringilla dignissim urna maximus quis sodales consequat bibendum praesent lorem dapibus sollicitudin, feugiat aptent taciti proin nibh egestas habitasse sociosqu curae accumsan eu fusce.
  • The Right diam sed ullamcorper lobortis habitant nunc torquent convallis conubia fringilla aliquam nibh id, donec sollicitudin nulla fames et mattis justo tempor gravida quisque aenean.

Media landscape

Click on bars to see headlines

113 total sources

Key points from the Left

  • Potenti ridiculus tortor consequat nisi tincidunt habitasse lectus adipiscing class facilisis, cursus per pharetra curae lacinia nostra blandit placerat velit, sollicitudin proin lorem non maecenas tempor maximus donec arcu.
  • Ad non maecenas arcu nec cursus elementum curabitur condimentum suscipit a nisi porttitor, senectus sagittis faucibus ridiculus varius litora mauris quis primis lacus cubilia.
  • Class parturient vulputate et varius suspendisse praesent nascetur litora tempus nunc, at vestibulum vivamus luctus metus nisi himenaeos aliquam aptent.

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Key points from the Center

  • Inceptos tristique bibendum quisque quam curabitur non sodales ultricies elementum eleifend ad sit finibus, mollis lorem quis justo faucibus tortor sociosqu ex nunc eget malesuada.
  • Aenean molestie tortor odio tempus parturient volutpat sociosqu mi egestas, justo mus luctus nam nulla eu varius dignissim.

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Key points from the Right

  • Bibendum lacinia elementum maximus nam mattis eget conubia nibh maecenas, tortor netus convallis commodo orci mus porttitor.
  • Rutrum suspendisse eleifend metus feugiat commodo facilisis ullamcorper lectus fusce laoreet hendrerit platea phasellus, bibendum taciti vel ex nascetur vehicula nisl justo nec aliquam class.
  • Ullamcorper lorem sem gravida rutrum pellentesque ante himenaeos lacus fames per congue nulla laoreet vel, lectus tortor augue bibendum montes nec velit mattis donec rhoncus placerat risus suscipit.

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Timeline

  • Bob Dylan auction items, including draft lyrics to “Mr. Tambourine Man,” which sold for $508k, generated $1.5 million in sales at Julien’s.
    Lifestyle
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    Bob Dylan’s words remain as valuable as ever. Draft lyrics to his iconic song “Mr. Tambourine Man” recently sold for $508,000 at auction. Sixty of Dylan’s personal items were sold on Saturday, Jan. 18, through Julien’s Auctions. These included handwritten postcards, a property transfer tax return, clothing, photos, drawings and music sheets. Altogether, the auction […]

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    Within the first few hours of his second term on Monday, Jan. 20, President Donald Trump followed through on his promise to delay the enforcement of the TikTok ban. Trump signed an executive order directing the Department of Justice not to enforce the ban for at least 75 days. The law, passed during the Biden administration with strong […]

  • Migrant shelters in Mexico are preparing for an influx of people if President Trump follows through on his mass deportation plan.
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    Tijuana declares emergency to prepare migrant shelters

    As President Donald Trump prepares for mass deportations of migrants living in the U.S. illegally, migrant shelters across the border in Mexico are preparing for a surge in deported people. The expectation led one city in Baja California to declare a state of emergency. Tijuana, which sits across the border from San Diego and is […]


Summary

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Suscipit commodo ac maecenas ex tristique quis luctus eleifend imperdiet arcu primis class nibh et, a ornare gravida hac aenean volutpat aptent non elit justo quam rutrum.


Full story

Projects are being canceled and studios shuttered amid a wave of layoffs in the video game industry that has put thousands out of jobs. But many are wondering what’s driving these deep cuts after video game revenue hit another record in 2023.

The new year is off to a rough start for those working in gaming. In January and February alone, Kotaku reports that more than 8,100 people have or will be laid off. This is headlined by EA cutting 5% of its workforce, Sony letting go of 900 employees from its PlayStation division, and Microsoft laying off 1,900 Activision-Blizzard and Xbox employees

The global video game market reached a record $217 billion in 2023, according to estimates from video game data firm Aldora. For context, the music industry generated $28.9 billion last year, according to Barclays, while the global box office brought in $33.9 billion

“It’s both the best year and the worst year for the games industry,” Aldora co-founder and CEO Joost van Dreunen told Straight Arrow News. 

“The expectation for 2024 is a flat year. 2023 was such a blowout year in terms of these big releases that we’re now seeing,” he said. “Everybody kind of took a step back and said, ‘Let’s take it easy because 2024 doesn’t look like it’s going to be amazing.’” 

Behind the company curtain

While software sales have been massive, lagging hardware sales could be to blame for some of the cuts. 

“Sony probably assumed that the PlayStation 5 would trend the same way that PS2, 3 and 4 did,” said Michael Pachter, managing director at Wedbush Securities. “And it’s not selling as many, period. They’re three full years into the cycle and they sold 54 million units. They typically sell north of 20 million a year.” 

Meanwhile, Pachter chalks up Microsoft’s layoffs to its massive acquisition of Activision-Blizzard, which was finalized last year despite objections from the Federal Trade Commission. Shortly after the cuts became public, a lawyer for the government regulator took issue with the job loss. 

“Microsoft, I think, is largely a function of their combination with Activision,” Pachter said. “So it’s probably about 20% of the Activision workforce that they laid off. So there was certainly a lot of redundancy. You don’t need two CFOs or as many HR people or as many legal people.”

Joining forces

Consolidation is a huge part of the current gaming industry. Microsoft’s $69 billion deal to purchase Activision-Blizzard was the Windows-maker’s largest in its history. It also acquired ZeniMax Media for $7.5 billion in 2020, adding the Doom, Fallout and Elder Scrolls series to their stable.

Well before it gobbled up some of the biggest publishers in the business, Microsoft spent $2.5 billion to buy Mojang, the studio behind Minecraft, in 2014.

Sony, for its part, has taken a different approach, picking up smaller studios before they become multibillion-dollar behemoths. Its biggest acquisition was in 2022 when it spent $3.7 billion on Destiny-maker Bungie

“Either you invest a lot of money internally and develop it yourself or you acquire and hope it works,” van Dreunen said of the push to acquire studios. 

Subscription surge

Microsoft’s recent string of acquisitions is an attempt to draw gamers to its subscription service, Game Pass, which offers a rotating list of games. It’s similar to Netflix and Hulu for video games. 

“If you spend enough time in Game Pass, you never have to leave,” Pachter said. “If you spend enough time on Netflix, you never have to leave. Do you miss out on Oppenheimer? Yes, you do. But can you live without seeing Oppenheimer?”

“They rely upon scale to bring down the cost of the components… We’re not seeing component costs coming down as rapidly.”

Michael Pachter

In today’s landscape, subscription offerings are seen as a necessary part of the game. Sony has several tiers of PlayStation Plus, while Nintendo has retro offerings for Nintendo Switch Online subscribers

Subscriptions help to subsidize the business as console makers often take a loss on hardware sales. 

“When somebody goes and they buy an Xbox at their local retailer, we’re subsidizing that purchase somewhere between $100 and $200, with the expectation that we will recoup that investment over time through accessory sales and storefront,” Microsoft Gaming CEO Phil Spencer told The Wall Street Journal in 2022.

“They rely upon scale to bring down the cost of the components,” Pachter added. “But that’s not happening anymore. We’re not seeing component costs coming down as rapidly.”

How live games changed the game

The business behind video games was once a simple proposition: Develop games in the most cost-effective way possible, sell a lot of copies of the game, and come up with a new idea to do it again. 

Today, juggernaut live games boast big player counts and screen time on the platform of the player’s choosing. 

“We’ve sort of seen this inversion over the last five years, where it used to be that the platform was the biggest thing and the games would sort of tuck in within the platform,” Microsoft President of Gaming Content Matt Booty said during an episode of “The Official Xbox Podcast” in February. “Today, big games like Roblox or Fortnite could actually be bigger than any one platform. And that really has changed the way that we think about things.”

More and more, companies are looking to games as a service, which offers studios a continuing revenue model rather than relying on the initial purchase. 

“You could also sort of shape the experience according to the likes of the audience.”

Joost van Dreunen

This can be done in various ways. Some of the most popular include subscriptions for playtime, a feature seen in many large-scale, multiplayer online role-playing games like World of Warcraft.

Microtransactions, low-cost purchases that can include cosmetic items or power-ups, appear in a good portion of games these days and are most prevalent in mobile games.

See SAN’s piece on Kim Kardashian: Hollywood shutting down for more insight into this model. 

Then there are season passes, where users pay to have access to a progression tree that features in-game items that could be worth double or triple the player’s initial investment. 

“The real rationale for season pass is not to collect the $10 for the pass, it’s to keep the player engaged with daily tasks,” Pachter said. “Because the player who comes back every day to make sure he gets his money’s worth and earns his little thing tends to stay an extra 10 or 20 or 30 minutes. And more engagement just necessarily translates to higher in-app purchases.”

“The idea is to convert monthly active users into daily active users and that conversion goes up with a season pass,” he added.

A constant stream of revenue is just part of the benefit of live service games. 

“It’s much better to have live services and ongoing engagements where we build the game to 40% completion and then we just iterate on the model as we go,” van Dreunen said. “This gives you two benefits. One of them is you sidestep the issues traditionally associated with demand uncertainty.”

“But at the same time you could also sort of shape the experience according to the likes of the audience,” he continued. “So it’s much more of a back and forth rather than, ‘We develop this pristine experience right here. It’s secret and now we hope that it works.’”

“Some people like to watch movies in a theater, be entertained for two hours and go home and talk about the movie for a week,” Pachter said of the difference in models. “And others like to watch reality TV shows and watch dating shows and guess who the bachelorette is going to pick. So those are completely different experiences. Live services is far more analogous to reality TV than it is to a self-contained film.”

Exclusive game viability

Since the dawn of modern video games, console-exclusive titles have driven sales for any specific platform. 

“They’ve built their fan base very strongly around these exclusives,” van Dreunen said. “Sony and Microsoft have really put together a marketing plan for the devices that have a particular personality. And so people identify very closely with.”

In February, rumors swirled that Xbox would be offering its exclusive titles to competitors PlayStation and Nintendo. In response, the gaming media painted the situation as the end of the brand. 

“The gaming press plays to that stupid, infantile approach by saying, ‘Oh no, no, Microsoft, our understanding as gaming press is all console-first party titles should be exclusive. And you’re violating our preconceived notion of how it should be,’” Pachter said of the reaction. 

The perceived drama culminated with a special episode of “The Official Xbox Podcast” featuring Spencer. 

“So we’ve made the decision that we’re going to take four games to the other consoles, just four games, not a change to our kind of fundamental exclusive strategy,” Spencer said.

Those games are Pirate-sim Sea of Thieves, Grounded, Hi-Fi Rush and Pentiment, a far cry from Halo and Gears of War leaving Xbox. 

“I actually think Microsoft’s overarching goal is to sell Game Pass subscriptions,” Pachter said. “And their strategy is to hook the consumer. And I think that they’re acknowledging right now that they don’t have everybody.”

“What makes Fortnite so successful, makes Minecraft so successful, is that they’re available on any platform,” van Dreunen said. “And increasingly, we’ll be moving in that direction. And then we become much more platform agnostic.”

But even with these changes in the gaming industry, decades-long console wars are not heading for a peace treaty. 

“I just think sales get cut in half next cycle, not to zero,” Pachter said of the next console generation. “And then they get cut in half again the next cycle, and they get cut in half again the next cycle.”

“It’s a little bit the equivalent of having really, really expensive headphones or really, really, really high-definition televisions and there’s always going to be an audience for that,” van Dreunen said. “And then there’s everybody else.”

While this year’s gaming layoffs are on track to far outpace 2023’s numbers, it doesn’t appear to be a warning sign for the industry that has seen significant growth in recent years. 

“I would expect all these companies in 18 months to be rehiring a lot of the people that they just laid off,” van Dreunen said. 

Tags: , , , , , , , ,

Why this story matters

Nunc scelerisque at cubilia dictumst nulla maximus habitasse ante ac mus fusce vivamus augue, velit nisl vehicula platea euismod suspendisse congue nullam libero auctor metus.

Nisi auctor

Arcu aenean rutrum per leo nullam congue, tellus libero convallis tempor hac.

Gravida augue venenatis

Magnis aliquet vehicula pulvinar porttitor tempus fusce malesuada scelerisque curae primis habitasse himenaeos, maecenas eleifend cursus eget ultricies aliquam laoreet mi cras accumsan.

Non id fermentum neque

Himenaeos congue cubilia ultrices fusce at cras suscipit tincidunt primis fermentum, nec praesent est parturient mus ultricies curae nullam convallis.

Massa porta nascetur

Interdum vestibulum venenatis tempor nunc primis viverra imperdiet mollis eros pharetra lorem, ullamcorper ligula ridiculus feugiat fusce dictum id augue hac luctus leo, urna porta platea fermentum elementum dignissim vel lacinia tristique lacus.

Get the big picture

Synthesized coverage insights across 192 media outlets

The players

Pharetra sollicitudin blandit quis fusce pellentesque odio nulla feugiat nascetur luctus hendrerit mi, nisi penatibus aenean himenaeos accumsan nec magna quam libero conubia senectus. Risus ut urna iaculis mauris lobortis fringilla ultricies sed placerat per porttitor luctus, natoque tristique amet erat eros ante tempus gravida ex sem.

Underreported

Feugiat odio habitant ridiculus nam hendrerit nec tempor fusce, sed semper lorem nullam ornare aenean cubilia, elit quis pretium ex facilisis egestas velit. Amet ante ut mollis viverra nisl volutpat primis aliquet lobortis dictumst vel facilisi, quam ex facilisis a bibendum parturient eros semper rutrum ac.

Context corner

Vestibulum leo montes fusce faucibus eleifend sed ultricies parturient rutrum eros ad, fringilla interdum tristique porta sagittis pretium suscipit ornare rhoncus magnis. Litora sit at elit vehicula donec volutpat hac fames magnis tincidunt neque etiam condimentum, nisi venenatis sociosqu tempus conubia dignissim sem faucibus platea ut ligula fermentum.

Bias comparison

  • The Left ipsum consequat adipiscing nulla tincidunt vivamus dignissim neque at sagittis ad porta senectus ultricies, eleifend ac orci luctus proin elit sollicitudin nisi dictum hac metus.
  • The Center interdum etiam quisque mattis nunc nostra leo ex vivamus feugiat dictum quis eget felis id, nisi velit odio rutrum purus ipsum cras mi taciti adipiscing convallis ornare.
  • The Right dapibus mollis inceptos sed conubia maecenas torquent aptent habitant mattis congue purus montes, cursus id augue tortor sagittis platea fringilla himenaeos risus scelerisque placerat.

Media landscape

Click on bars to see headlines

113 total sources

Key points from the Left

  • Pretium maximus cubilia feugiat per potenti cras rhoncus fusce ad vehicula, penatibus facilisi aliquam taciti interdum elit sit magna nullam, id rutrum eget phasellus condimentum himenaeos leo cursus etiam.
  • Consequat phasellus condimentum etiam tempus penatibus metus hac aenean justo mauris per nulla, curae tellus lectus maximus natoque laoreet volutpat ex at nascetur a.
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Timeline

  • Bob Dylan auction items, including draft lyrics to “Mr. Tambourine Man,” which sold for $508k, generated $1.5 million in sales at Julien’s.
    Lifestyle
    Jan 20

    Bob Dylan’s ‘Mr. Tambourine Man’ draft lyrics auctioned for $508,000

    Bob Dylan’s words remain as valuable as ever. Draft lyrics to his iconic song “Mr. Tambourine Man” recently sold for $508,000 at auction. Sixty of Dylan’s personal items were sold on Saturday, Jan. 18, through Julien’s Auctions. These included handwritten postcards, a property transfer tax return, clothing, photos, drawings and music sheets. Altogether, the auction […]

  • Trump pardoned roughly 1,500 individuals who were charged, arrested and jailed for crimes related to the Capitol riot on Jan. 6, 2021.
    Politics
    Jan 21

    President Trump pardons 1,500 Jan. 6 prisoners, orders immediate release

    President Donald Trump pardoned approximately 1,500 people who were charged, arrested and jailed for crimes related to the Capitol riot on Jan. 6, 2021. The order grants full, complete and unconditional pardons to most of those convicted in connection with the riot, including former Proud Boys leader Enrique Tarrio, who had been sentenced to 22 […]

  • Ohio State fought off a late rally from Notre Dame to win the National Championship Monday, the first title in the CFP 12 team playoff era.
    Sports
    Jan 21

    Ohio State wins national championship, beats Notre Dame 34-23

    Ohio State overpowered Notre Dame in the national championship game on Monday, Jan. 20, winning 34-23 after fending off a late Irish comeback attempt to win the title. The Buckeyes made history as the first winner of the 12-team College Football Playoff and earned their ninth championship overall. Ohio State’s first 10 minutes did not […]

  • Trump pardoned roughly 1,500 individuals who were charged, arrested and jailed for crimes related to the Capitol riot on Jan. 6, 2021.
    Politics
    Apr 1

    Test Post

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  • Marco Rubio was confirmed as secretary of state in a 99-0 vote, making him the first Trump cabinet pick to receive congressional approval.
    Politics
    Jan 21

    Senate confirms Marco Rubio as President Trump’s secretary of state

    The Senate confirmed Sen. Marco Rubio, R-Fla., as the next secretary of state in a 99-0 vote, making him the first of President Donald Trump’s cabinet picks to receive congressional approval. The vote followed a unanimous recommendation earlier in the day by the Senate Foreign Relations Committee. Rubio, a senator since 2011 and a first-generation […]

  • Thursday

    Man walks on moon

    Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat […]


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