Metacritic logo.svg
Type of site
Review aggregator
Alexa rankNegative increase 2,017 (September 2019)[1]
LaunchedJanuary 2001; 18 years ago (2001-01)
Current statusActive

Metacritic is a website that aggregates reviews of films, TV shows, music albums, video games, and formerly, books. For each product, the scores from each review are averaged (a weighted average). Metacritic was created by Jason Dietz, Marc Doyle, and Julie Doyle Roberts in 1999. The site provides an excerpt from each review and hyperlinks to its source. A color of green, yellow or red summarizes the critics' recommendations. It is regarded as the foremost online review aggregation site for the video game industry.[2][3]

Metacritic's scoring converts each review into a percentage, either mathematically from the mark given, or which the site decides subjectively from a qualitative review. Before being averaged, the scores are weighted according to the critic's fame, stature, and volume of reviews. The website won two Webby Awards for excellence as an aggregation website. Criticism tends to focus on the assessment system, alleged third-party attempts to influence the scores, and the lack of staff oversight of user reviews.


The original logo for Metacritic

Metacritic was launched in January 2001[4] by Marc Doyle, his sister Julie Doyle Roberts, and a classmate from the University of Southern California law school, Jason Dietz, after two years of developing the site. Rotten Tomatoes was already compiling movie reviews, but Doyle, Roberts and Dietz saw an opportunity to cover a broader range of media. They sold Metacritic to CNET in 2005.[5] CNET and Metacritic were later acquired by the CBS Corporation.[6]


Metacritic has been used by businesses to predict future sales. Nick Wingfield of The Wall Street Journal wrote that Metacritic "influence[s] the sales of games and the stocks of video game publishers". He explains its influence as coming from the higher cost of buying video games than music or movie tickets.[5] Many executives say that low scores "can hurt the long-term sales potential".[5] Wingfield wrote that Wall Street pays attention to Metacritic and GameRankings because the sites typically post scores before sales data are publicly available, citing the respective rapid rise and fall in company values after BioShock and Spider-Man 3 were released.[5] In an interview with The Guardian, Marc Doyle cited two major publishers that "conducted comprehensive statistical surveys through which they've been able to draw a correlation between high metascores and stronger sales" in certain genres.[7] He claimed that an increasing number of businesses and financial analysts use Metacritic as "an early indicator of a game's potential sales and, by extension, the publisher's stock price".[7] However, a 2015 study analyzing over 88 Xbox 360 and 80 PS3 games from 2012 found that Metacritic scores did not impact actual sales.[8]

Controversially, the website has been used by game publishers as a means of determining whether a game's developer receives additional royalties. One notable example is the 2010 game Fallout: New Vegas, which received an average Metascore of 84—one point too short of Bethesda's, the game's publisher, 85-point requirement. As a result, its developer, Obsidian Entertainment, received no additional bonus. Columnists took issue with the company's use of Metacritic, with one suggesting that that makes game critics ultimately accountable for deciding the developer's profits and another pointing out that a Metascore of 84 is not significantly lower than 85. The latter also pointed out the impressive sales of five million sold units and US$300 million in revenue, and also noted a series of Obsidian's layoffs in 2011 and 2012.[9][10]

On the other hand, the website has been used by columnists and commentators as a general reference for critical reception,[11] and by publishers as a tool of improving their products. Along with other executives, in 2008, John Riccitiello, then CEO of Electronic Arts, showed Wall Street analysts a chart illustrating a downward trend in the average critical ratings of the company's games. He took the ratings seriously and stressed the need for the company to bounce back.[12] Also in 2008, Microsoft used Metacritic averages to delist underperforming Xbox Live Arcade games.[13][14]

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