

Space invaded: video games’ stunning growth
4 snips Apr 7, 2023
Tom Wainwright, The Economist's tech and media editor, discusses the explosive growth of the gaming industry, which now eclipses cinema in revenue. He examines the rise of esports and educational programs designed around gaming, showing the vibrant community it fosters. Wainwright also explores gaming's socio-political impact and the evolving landscape of the metaverse. Additionally, the episode features a poignant update from Kharkiv, delving into resilience amid conflict and a cultural resurgence spurred by the ongoing crisis in Ukraine.
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Gaming's Economic Impact
- The gaming industry's value now surpasses that of cinema box offices, video streaming, and the music business.
- This growth raises questions about gaming's societal impact as it rivals television as a primary entertainment medium.
Gaming's Expanding Demographics
- Gaming has expanded beyond its traditional demographics of children and teenagers, with more than half of people in their 50s and 60s now playing.
- The player base has diversified, with approximately two-thirds of people in the rich world playing games and nearly half being women.
Streaming's Impact on Gaming
- Streaming services are anticipated to impact gaming, similar to their influence on music and video, offering access on basic hardware with good internet.
- However, game streaming faces technical challenges due to its higher resource intensity compared to video or music, causing performance issues for serious gamers.