In the video game industry, 2022 saw the lingering effects of the COVID-19 pandemic on the industry, slowing hardware sales for most of the year as well as development delays for major titles. The industry continued its trend of acquisitions and mergers, highlighted by Microsoft announcing its plan to acquire Activision Blizzard for nearly 69billion.Theindustryasawholestilldealtwithissuessuchasworkplaceharassmentanddiscrimination,aswellascrunchperiods,leadingtoatleastthequalityassurancestaffatthreeseparatestudiostovotetounionize.Productionoftheninthgenerationconsoles,thePlayStation5andXboxSeriesX/S,remainedconstrainedforthefirstpartoftheyear,buteaseduplaterintheyear.Newhardwaretrendsincludedthewidespreadavailabilityofgraphicscardswithreal−timeraytracing,increasingrealismfidelityinsomegames,andthereleaseoftheSteamDeckbyValve,ahandheldpersonalcomputingdevicecapableofplayingmostgamesavailableonSteam.Thegamingcommunityremainedcautiousonthemetaverseandblockchaingames,thoughleadingpublishersexpressedtheirdesirestomovemoreintothatspace.NotablereleasesfromthisyearincludedTomClancy′sRainbowSixExtraction,PokemonLegends:Arceus,Sifu,TheKingofFightersXV,EldenRing,HorizonForbiddenWest,Tunic,KirbyandtheForgottenLand,LegoStarWars:TheSkywalkerSaga,NeonWhite,TeenageMutantNinjaTurtles:Shredder′sRevenge,TheQuarry,Stray,LiveALive,XenobladeChronicles3,CultoftheLamb,TheLastofUsPartI,Splatoon3,Metal:Hellsinger,ReturntoMonkeyIsland,APlagueTale:Requiem,VampireSurvivors,Bayonetta3,GodofWar:Ragnarok,andEvilWest.Metacriticisanaggregatorofvideogamejournalismreviews.Itgenerallyconsidersexpansionsandre−releasesasseparateentities.AccordingtomarketresearchfirmNewton,theglobalvideogameindustryhadtotalrevenuesof184.4 billion, about a 4% decline year-to-year.