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WASHINGTON, DC - JUNE 9: A U.S. Department of Commerce sign is displayed at the Herbert C. Hoover Federal Building on June 9, 2025 in Washington, DC. (Photo by Kevin Carter/Getty Images)
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Trump administration is reportedly planning to tariff US tech firms that don’t source equal numbers of imported and American chips

by admin September 26, 2025



Every tech firm in the US heavily relies on the likes of China and Taiwan for its products, whether it involves the wholesale manufacturing of them or the supply of the vast number of semiconductor chips and components required. However, if a purported idea being considered by the Trump administration comes to fruition, they will all need to massively reduce imports and switch to locally-made chips to avoid being hit with a fresh tariff.

That’s according to a report by the Wall Street Journal, which claims that Commerce Secretary Howard Lutnick has already mooted the idea with various executives within America’s semiconductor industry. If we use Nvidia as an example, it currently relies almost exclusively on companies outside of the US for all the chips and other electronic components that are used to manufacture its graphics cards and AI data servers.

Its GPUs and CPUs are made by TSMC in Taiwan, with circuit boards and the host of parts that are fitted to them produced in China. Nvidia tends to use Micron for VRAM chips more than any other firm, and while that company is US-based, it also has production facilities in Singapore and China.


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To comply with a mandate that requires it to maintain a 1:1 ratio of locally-produced semiconductor chips versus those that it imports, Nvidia would need to drastically change its supply chain somehow. Either that, or it would have to rely on the majority of its suppliers having facilities within the US to produce said components.

At the moment, there’s no indication of the nature or size of the tariff that would be applied if companies failed to reach the ratio target, but even if the threat of it is big enough to make all US tech companies immediately comply, one question remains unanswered. And it’s because there is no answer for it.

TSMC’s chip foundry in Arizona. America’s going to need a lot more of these. (Image credit: TSMC)

How is America’s semiconductor industry supposed to match the combined output, breadth of products, and level of technological accomplishment of Taiwan, South Korea, China, Japan, and Singapore? Despite having the likes of Intel, GlobalFoundries, and Micron, as well as fabrication plants from Samsung and TSMC, the supply chain for the global tech market is predominantly based outside of the US.

If one assumes that it can be scaled up to the level required to meet the 1:1 demand, it certainly can’t happen overnight, and the cost for adjusting the supply chain to this extent is likely to be enormous. So much so that it’s possible that any tariff would pale in comparison.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

WSJ’s report also claims that the plan would allow companies to make manufacturing pledges, to give themselves sufficient time to build the required infrastructure in America, without incurring the tariff. There may also be a relief period if and when the plan is introduced, to allow for US-based production to be ramped up.

While it can be argued that having a more equally distributed semiconductor supply chain is beneficial for stability and security reasons, the economic impact of forcing it to significantly adjust so rapidly could be too much for the industry to bear; at the very least, tech companies that are currently struggling with uncertain revenues or low profit margins would not welcome the plan.

For the US tech industry, this could ultimately be good news or catastrophic news, but until any official statement is made by the Trump administration, we’re just left with speculation. Any move to significantly reduce chip imports might seem like a great idea, but with the devil being in the details, and details being thin on the ground right now, tech firms are probably feeling a tad jittery about all of this.

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September 26, 2025 0 comments
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Football Manager player numbers are through the roof thanks to subscription platforms like Game Pass and Netflix - series boss Miles Jacobson explains how
Game Reviews

Football Manager player numbers are through the roof thanks to subscription platforms like Game Pass and Netflix – series boss Miles Jacobson explains how

by admin September 20, 2025


“It was five, six years ago we celebrated two million players for the first time,” Miles Jacobson tells me, during our lengthy interview with the studio head at Football Manager developer Sports Interactive’s office earlier this summer. Checking that reference, it was indeed 2020 when the studio first announced that figure, with some pride. “And then we’ve really embraced the subscription platforms…”

Those platforms – Xbox Game Pass, PS Plus, Apple Arcade, Netflix and more – have had a marked effect on the series. From 2 million players in 2020, the series’ playerbase has skyrocketed. “As I sit here today,” Jacobson says, in the late summer, “and because I haven’t been on social media these numbers haven’t been [publicly] updated for a long time, so I’m glad you’re sitting down – as of when I last checked, we’re at 19.09 million players. Of which, 7.5 million have played for more than five hours. If you play a game for more than five hours, you tend to play for a lot longer.”

Of those, 2 million people played the game in the month of June alone, Jacobson goes on. “That’s for a game that has been out since November 2023.”

While going through the figures, Jacobson brings up a dashboard on the giant screen he has in his office. Total playtime: 1.7bn hours, for FM24 alone. Average playtime: 118.8 hours, “including all the people that have subscribed and played for an hour and then not come back.” Without those, that figure’s in the many hundreds.

And then the one that stood out the most to me: FM24, as of late this summer, actually had slightly more regular daily players than when it first came out. Two years after release, with no FM25 after that game’s shock cancellation and no additional, official updates or data patches to fill the gap, FM24 is effectively bigger than it’s ever been.

“We have nine times as many players; we have two and a half times the revenue,” Jacobson says, before adding quite understandably: “So we’re really happy with the partnerships.”

Those kinds of partnerships have been in the spotlight of late. Back in July, for instance, Arkane Studios founder Raphael Colantonio called Game Pass the “elephant in the room” of the conversation around Xbox parent company Microsoft’s large-scale layoffs. He referred to it then as an “unsustainable model that has been increasingly damaging the industry for a decade, subsidised by ‘infinite money’, but at some point reality has to hit.” He added, “I don’t think it can co-exist with other models, they’ll either kill everyone else, or give up.”

The sentiment has some backing – in a continued conversation on X with Michael Douse, director of publishing at Baldur’s Gate 3 studio Larian, who broadly echoed those points, Colantonio continued: “I’m fed up with all the bs they fed us at first like ‘don’t worry, it doesn’t impact the sales’, only to admit years later that it totally does.”

It all makes for interesting context for Football Manager’s huge success, something Jacobson attributes quite directly to subscriptions. FM is a relatively unique series of course, in that it’s annualised, has theoretically different audience to ‘core’ games, and is available on such a wide array of platforms, from PC and consoles to tablets and mobile. Nevertheless, Jacobson says there are specific things the studio has done to ensure its success on subscription services.

“We built a whole business model around it,” he says. “You can’t just turn around and do this – this was before we launched on the subscription platforms, we’d been talking about it. And we’d been working out what we were going to do for five years – it was a five-year journey before we went with the first experiment, and then we did another experiment, and then we did another experiment, and then we learned from those experiments, and that’s when the full strategy was put in place.”

Part of that strategy is in building up what Jacobson called a “long-term addressable audience”. In other words: those players who play the game for more than five hours. Essentially they become a kind of insurance against subscription revenue suddenly going away. “If the platforms decided they didn’t want us anymore, we would know that we have a lot more consumers to talk to,” Jacobson explains.

As for that revenue, the specifics of the deals these kinds of platforms make with publishers and developers are quite heavily guarded, but Jacobson could speak broadly to how that worked – how, for instance, does getting nine times more players in a game like Football Manager equate to 2.5 times the revenue, when the games don’t include any real in-game microtransactions for those extra players to spend on?

“Different platforms work in different ways,” he says. “Some of them work in a world of up-front fees and royalties. Some of them work in a way of royalties. Those royalties are different for different platforms, so some are based on eyeballs, some are based on playtimes… So what Epic does with their free weeks is very different to what Microsoft does with Game Pass, very different to what Apple Arcade does. Which is very different to what Amazon Prime Days do, which is very different to what Netflix does.”

An extra upside comes “if your sales don’t drop,” Jacobson adds, meaning a studio such as Sports Interactive gets the revenue from the royalties and revenue from sales of the games they would’ve always had. “We don’t see cannibalisation, which is an absolute key thing. But we work with a publisher that we’ve worked with for a long time, who happens to own us as well, who understands the nature of annual iterations.” The studio also has a five-year plan, Jacobson says, and publisher Sega its own 10-year plans, which factor in the timing for when certain deals might run out.

“We know when our deals are going to run out with these platforms,” Jacobson says. “If we can get a deal that makes sense for us, then we will do the deal that makes sense. If we don’t… we know how many customers have played for more than five hours, so we know what our target number is going to be to hit that year. So it actually helps us, being able to be in a – I can’t say fully ‘no-lose’ situation – but in most cases we’re in a no-lose situation.”

All that has left Jacobson almost unanimously positive about the services, at least in terms of how they’ve worked for Football Manager. “We’d love to stay with the partners, we work very, very well together, and it’s massively increased our audience – but I don’t control their businesses, and with any large business they can pivot, so we’ve protected ourselves from that, and that’s why it was so important to do that long-term plan first.”

As for that painfully protracted wave of layoffs, Jacobson put much of the industry’s difficulty down to games’ increasing competition for attention: “We are in the middle of a battle for eyeballs.”

“We are not just battling time for other games,” he adds. “We’re also battling for the time of people watching TV, people watching YouTube, music, videos – games are battling with streamers over eyeballs, because there’s only one set of eyeballs. It all ties into the same thing… you have games like ours that have huge playtime. You have games like Candy Crush or Clash Royale, but also games like Destiny that have huge, huge playtimes, and we’ve seen a lot more of those coming through.”

All of those games, he goes on, “are battling against everything else. Plus there are more games coming out now than there’ve ever been before. Literally thousands of games coming out each month. Not everything can survive. So the subscription platforms are part of it, but the whole market is part of it as well.”

Likewise, he adds, “you have to be realistic about the situation, which is: if there aren’t enough hours in the day for the games to be played, then there are games that aren’t going to be able to be made. That’s the reality, in my opinion, of what people have been going through the last few years… I think people probably realised there’s just too many games coming out, they can’t all be successful. And the budgets have gone up so much – budgets have gone up exponentially – so you have to sell a lot more than you had to sell five years ago to have a hit game. So it’s a perfect storm.”

That ultimately comes back to Jacobson and the team’s five- and ten-year plans – something which might insulate Football Manager as a series more than other games from the “infinite money” concerns raised above. “We’ve got my COO, we’ve got the comms team, we’ve got the finance team, we’ve got the BI team, and we’ve got the whole of Sega that we worked with to agree on that long-term plan,” Jacobson says. “And then I ruined it all by not releasing FM25.”

You can read much more from Jacobson on what happened to FM25 and what expect from FM26 in our big Football Manager interview with the Sports Interactive gaffer.



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September 20, 2025 0 comments
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Video game TV adaptations boost player numbers 140% on average, says new report
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Video game TV adaptations boost player numbers 140% on average, says new report

by admin September 16, 2025


TV adaptations of video games drive an average player growth of almost 140%, according to new research by Ampere Analysis.

The UK analytics firm reported its findings on September 16, 2025, revealing that video game TV spin-offs deliver a more substantial boost to franchises than film adaptations.

Ampere’s Games Analytics title activity data showed that the average uplift in players following the release of a TV adaptation is 203%, compared to the 48% uplift seen with movie adaptations.

Amazon Prime’s Fallout and HBO’s The Last of Us are prime examples of the boost a TV spin-off can provide to a game franchise.

Ampere Analysis found that the release of the Fallout TV show in April 2024, which reached 100 million viewers worldwide in six months, boosted the franchise’s monthly active users by 490%, with 80% of the 14 million “activated players” playing the series for the first time.

According to the analytics firm, by contrast, Fallout 76’s June and December updates increased monthly active users by an average of 17%.

In May, Sensor Tower reported that daily active users were 225% higher for Fallout 3 and Fallout 4 in the weeks following the show’s premiere, while Fallout Shelter saw a 77% rise.

Sales also saw a boost. Fallout 3 sales rose 125%, Fallout 4 saw a 410% increase, and in-app purchases for Fallout Shelter jumped 150%.

The second season of the Fallout TV show is due to release this December.

The Last of Us franchise has also benefited greatly from its TV adaptation, which debuted in January 2023 to 4.7 million viewers.

Ampere Analysis found that, across the HBO show’s two seasons, The Last of Us’ franchise engagement increased by an average of 150%.

“Media adaptations are superchargers for the player bases of gaming franchises”

Ricardo Parsons, Ampere Analysis

By comparison, the release of The Last of Us Part 2 remastered for PS5 in January 2024 and the addition of The Last of Us Part 1 to the PS Plus catalogue increased monthly users by 70% and 29%, respectively.

Ampere Analysis noted that “Sony kept The Last of Us franchise active through a strategy of remasters and wider availability, helping retain 20% of players 180 days after the game’s peak engagement.”

Sensor Tower’s report previously found that daily active users for The Last of Us Part 1 and Part 2 rose 40% following the show’s season two premiere in April 2025.

The Last of Us TV show has been renewed for season three, but Naughty Dog’s Neil Druckmann has stepped down as co-showrunner to focus on other projects. He will, however, help “shepherd” the series.

Ampere Analysis’s research also found that shows with “modest popularity” also see a boost from TV spin-offs.

Netflix’s Devil May Cry series, which premiered in April 2025, boosted player numbers by 358% compared to the previous month, the findings show.

The analytics firm also noted that “perennially popular games” like Minecraft can also “grow” from media adaptations, with research finding that Minecraft’s monthly active users increased 30% with the release of A Minecraft Movie in April 2025, 54% of which were lapsed players.

“Media adaptations are superchargers for the player bases of gaming franchises,” said Ricardo Parsons, analyst at Ampere Analysis. “They attract new audiences at scale, from first-time players diving into Fallout’s wasteland to lapsed gamers returning to Minecraft.

“And unlike DLC or remasters, hit adaptations showcase these stories to a wider audience, extending their reach.

“With adaptations of Call of Duty, Life is Strange, and Dark Deception all announced recently, Ampere expects this trend to continue – creating win-wins for publishers seeking new players and studios hungry for ready-made fanbases.”



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September 16, 2025 0 comments
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