服务粉丝

我们一直在努力
当前位置:首页 > 财经 >

As video games grow, they are eating the media | The Economist

日期: 来源:新英文外刊收集编辑:The Economist

The games business has lessons for other industries and for governments




Warner bros released a new Harry Potter title last month and took $850m in two weeks. That made it the second-most-successful Potter launch in the film studio’s history. But “Hogwarts Legacy”, the title in question, was no movie: it was a video game.


Warner’s hit is an example of how gaming is besting older media, both as a business and as a way for people to entertain themselves. Consumers are forecast to spend $185bn on games this year, five times what they will spend at the cinema and 70% more than they will allocate to streamers like Netflix. Once a children’s hobby, gaming has grown up. Console players in their 30s and 40s now outnumber those in their teens and 20s.


Yet as gaming matures, it is not just rivalling other media. Rather like a ravenous Pac-Man, it is gobbling them up. While such intellectual property as Harry Potter may be finding success in game form, game franchises have themselves become the most in-demand kind of IP in other media. Apple’s “Tetris” movie, due out later this month, is the latest (and perhaps oddest) instance of Hollywood mining games for ideas as audiences tire of comic-book heroes. Amateur creators are doing the same. After music, gaming clips are the biggest content category on YouTube.



At the same time, audiences are increasingly consuming old media through games. The latest season of “The Walking Dead”, a long-running television drama, took the form of an interactive game on Facebook. Musicians such as Ariana Grande perform concerts in “Fortnite”. The fitness video is giving way to the fitness game. Even social networking is partly migrating to the gaming arena. Platforms like Roblox provide children with a place to play—but also to hang out, chat and shop. In so far as anything resembling a metaverse yet exists, it exists in games.


Expect more growth. Smartphones put a powerful console in people’s pockets and unlocked hours of playtime on the commute and at the back of the lecture hall. The next boost may come from smart TVs and streaming, which bring high-fidelity games to living rooms without the need for dedicated hardware.


New business models are another source of growth. Gaming’s latest boom was propelled by free-to-play games, which suck users in before monetising them with ads and in-game purchases. A new phase of expansion is coming from game-library subscriptions, which already show signs of increasing consumption and accelerating discovery, much as the cable bundle did in television. These new distribution mechanisms and business models promise more choice for consumers—which is why regulators should allow Microsoft’s $69bn acquisition of Activision Blizzard, a big gamemaker whose titles Microsoft would make available for streaming and subscription.


All this holds lessons for other industries—chiefly that, if you are in media, you need to be in gaming. Apple and Netflix are scrambling to complement their streaming offerings with games. Others are already there. In August Sony Pictures will release “Gran Turismo”, a film based on a Sony game which features songs by artists from Sony Music. Media firms that ignore gaming risk being like those that decided in the 1950s to sit out the TV craze.


Governments should also pay attention. Their main concern so far has been whether games rot young minds (almost certainly not, especially if playing diverts them from social media). As gaming grows, bigger questions loom. Film and television, the engines of popular culture in the 20th century, are dominated by Hollywood. The contest in new media is more open. Western governments are waking up to the implications of the world’s hottest social-media app, TikTok, being Chinese-owned. Next they might consider what it means that China also made two of last year’s three highest-grossing mobile games.


When video games were just electronic toys, this might not have mattered. But as games expand and spill into other formats, it is becoming clear that whoever dominates gaming is going to wield clout in every form of communication. In every sense, the future of the media is in play. ■


Mar 23rd 2023 | 685 words




新英文七周年,精读会员六折,全年最低价


——新英文外刊(原新英文杂志),每日精选优质外刊泛读文章,始于2016年3月。

新英文外刊

每日精选优质外刊文章

扫码关注我们

喜欢今天的内容吗?喜欢就点个“赞”吧⇣⇣

相关阅读

  • mini专题:智慧果园种植

  • 今天为大家推荐的专题是智慧果园种植,本专题共14篇文章,内容涉及:智慧果园构建关键技术装备、三维虚拟果园构建方法、苹果生产智能底盘与除草及收获装备、自走式果园多工位收获
  • mini专题:农业传感器&智慧设施农业

  • 今天为大家推荐两个专题:专题--农业传感器,本专题有2篇文章,内容包含脱落酸电化学免疫传感器、场效应气体传感器等;专题--智慧设施农业,本专题有5篇文章,内容包含日本设施农业采收
  • TikTok网红聚集华盛顿,反对美国封禁计划

  • 近日,美国越来越多立法者认为,短视频应用程序TikTok对美国国家安全构成了潜在威胁,希望禁止该应用程序。日前,TikTok CEO周受资参加了美国众议院能源与商务委员会听证会。

热门文章

  • “复活”半年后 京东拍拍二手杀入公益事业

  • 京东拍拍二手“复活”半年后,杀入公益事业,试图让企业捐的赠品、家庭闲置品变成实实在在的“爱心”。 把“闲置品”变爱心 6月12日,“益心一益·守护梦想每一步”2018年四

最新文章

  • Docker“认错”

  • 出品 | OSC开源社区(ID:oschina2013)3 月 15 日,Docker 向所有创建了 “组织” 的 Docker Hub 用户发出电子邮件提醒,称如果不升级至付费团队订阅,他们的账户和所有镜像都将被删
  • ChatGPT数据泄露,技术细节公布

  • 出品 | OSC开源社区(ID:oschina2013)在上周一,ChatGPT 遭遇了一次用户数据泄漏事件,许多 ChatGPT 的用户都在自己的历史对话中看到了其他人的对话记录。不光是对话的历史记录,不
  • Twitter源代码泄露

  • 出品 | OSC开源社区(ID:oschina2013)根据《纽约时报》的报道,一份法律文件显示,Twitter 称其部分源代码在网上被泄露,该公司已于上周五采取行动,它通过向托管代码的 GitHub 发送版