Christopher Anjos🎗️🔜 DICE and GDC
Creating Strategies, Games, and Mission-Driven Teams that Address Disruptive Trends w/YOU| TENCENT, EA & Activision | Inventor | Investor
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50 years of video game revenue. What will the next 50 years look like?I'll tell you.The video game industry has grown from a niche hobby to a mainstream entertainment powerhouse over the past five decades.In 2024, the gaming market is diverse:- Mobile gaming leads with 50% of global revenue.- Consoles and PCs follow, contributing 27% and 23%, respectively.Each segment shows unique trends:- The console market, valued at $7.88 billion in 2022, has consistently generated $20–$25 billion annually since 2003.- PC gaming, active since 1982, earned $35 billion in 2018 and was valued at $29.16 billion by 2022.- Mobile gaming, the fastest-growing segment, reached $89.6 billion in 2021 and is projected to hit $111.4 billion by 2024, growing 4% annually. Mobile titles dominate app revenue, making up 61% on iOS and 77% on Google Play.Online gaming has empowered indie developers, diversified the market, and driven unprecedented growth, positioning the industry for further expansion...and that next expansion may happen faster than we think.There are now multiple generations with spending power that have not only the expectation but the want to interact with a franchise in every medium, be it watching a film based on a video game, or playing a game based on a film.Soon, it will be unheard of for any franchise to lack an evergreen transmedia ecosystem that enables limitless engagement across all existing and emerging mediums, while also driving growth.Examples of IPs that offer a glimpse into the future include Marvel and Warhammer 40k, two enduring franchises that span all mediums.For anyone exploring either Marvel or Warhammer 40k, regardless of the medium, the content is virtually endless, guaranteeing a lifetime of fan engagement.Now, imagine that being the case for every IP, existing and new.
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John Mawhorter
Game Designer
1w
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It's the year 2075, the last remaining functional network on earth is a hyper low power computing cluster running a CS 1.6 server called old folks home a Minecraft server and a phbb forum with a downloads section containing a copy of Nethack, a SNES emulator with Mario World 3 and Street Fighter II Turbo ROMs, and a Himachi clone written in assembly, with all available solar power panels not dedicated to farming being used to run a 16 tick server with hand braided cable reaching from the bunker in Alert, Alaska to the few remaining cities on the remains of Canadian tundra on the northern edge of the Great American Desert. Game industry revenue is an annual tribute of enough grain to feed ten humans for a year.
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Reinout te Brake
Game Dive: Discovery Through Gameplay and Data
1w
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And the question remains; how do you find 'your' game in all these releases ;-)
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👋 Erik Brendon
Marketing Consultant | PPC Ads Expert | GTM Strategy & Analytics
1w
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The real game here isn't just about pixels and polygons, it's about creating infinite touchpoints for engagement. The future isn't just cross-platform, it's in our pockets. And with every franchise becoming its own universe, we're not just marketing games anymore - we're marketing entire ecosystems. Game on! 🎮
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Foulques de Moncade
Déjà bloqué par ton influvoleur préféré
1w
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crazy how it seems like consoles are driving the industry but in reality it barely moved since the 90s
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Sonya Naboka
Head of Marketing
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what happened in 1985?
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Bryan Bean
Sr. Internet Applications Developer at MODERE
1w
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Street Fighter II was the last hurrah of the coin-op era. I remember the time. Cabinets were still semi-ubiquitous (if that's even possible) in laundromats and gas stations and such, perhaps as much as anything because no one bothered to move them because they were heavy.For what it's worth, these Time Rift Arcade guys have effectively made the Smithsonian of coin-op: https://www.youtube.com/@TimeRiftArcade. They are preserving history. Their restoration videos are 👌
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Joseph Ellsworth
(They/Them) Technical Advisor / XR Immersive Media Mentor / Quality Assurance
1w
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Love that you included VR/AR gaming as while yet it is a smaller market it is growing.There also may be some overlap with your mobile gaming figures though very few there was a series of games where you could hold up your phone and rotate around attacking enemies all around you. These mobile games could be considered early VR games as the action surrounded you.Also the Quest 3 headset runs on an android based OS and does not need a pc so it can be considered a mobile game system right down to the app store that is built into it.Quest 3 does also support pc gaming so it also has games for it fitting in that category though I suspect sales from these are lower.
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Chance Glasco
1w
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In about 20 years or so we'll be in a period of time where almost every living human grew up with video games being common. If someone was 10 when the atari came out (1977) they're in their late 50's now. A lot of those people are still gamers. Videogames are a relatively new human phenomenon, so I expect to see crazy growth until all generations have grown up playing them.
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Bryan Bean
Sr. Internet Applications Developer at MODERE
1w
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Regarding the OP comments: This is some weird utopianism nightmare when you talk about an ostensibly fun medium in terms of cross-platform engagement yada yada. Brings to mind the Paul Simon bar: "The music suffers. The music business thrives."Just make a fun one-off game. See Balatro, Satisfactory, etc. I mean, that's sorta minimizing things, you gotta pay the bills, etc., but do we really want endless re-dos? That's what we're doomed with in the movie industry, it seems.
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Andrei Chirosca
Film Sound Editor/Mixer, Cinema and Broadcast
1w
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you know what happened 1983-1985?8080-z80 based small personal computers that would play ever-improving games on home television sets. it was the first instalment of home gaming. you would soon get the same titles as on consoles for unlimited use.
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Robin Ng
Publishing Games in South East Asia++. (PC & Mobile)SEGA | Games Ops | Publishing Consulting | Marketing Strategist |
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should be over USD200b by now
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Maarten Molenaar
We create playful solutions to foster a change mindset! | Gaming for sustainable transition and change | Designer Frisse Blikken Game Studio
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Fascinating insights into the evolution of video game industry revenue! The most striking takeaway is how mobile gaming has driven an unprecedented surge, reshaping the industry's growth trajectory.
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Gabriel Costa Santos
People & Culture / Igaming / People Analytics / HR&OD / Employee Experience / Change Management / Employer Branding / Head of People, Management & ESG / Culture Design / MBA professor
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Very interesting see the evolution of gaming during the first 50 years of revenue!
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Jesse Lee Humphry
Software Developer
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This week on "How to build an industry bubble".We're already going through a tech bubble, but the entertainment bubble is popping as well. This notion of 'limitless' and 'lifetime engagement' is not only unrealistic, it's harmful. I don't think market saturation results in higher yields, especially if the entertainment is made with the express purpose of ticking boxes to make money. Star Wars merchandising absolutely dominated the early 2000s with books and video games despite the films being a bit lackluster, and Marvel crushed it the entire time between Iron Man and Endgame. But both of those franchises have worn out their welcome. The problem with them isn't that they've gone stale, it's that they're not getting the hell out of the way and letting new writers, actors, producers, directors, ideas, or properties have any of the oxygen in the room. They're getting all of the money and all of the adspend and then not delivering; that is exactly how an industry dies.This isn't an infinite pie. Getting a bigger piece means taking that piece from someone else. It doesn't and cannot work for anyone but the small subset of publishers and developers that already have insane resources. The author should know this; they worked at EA and Activision / Blizzard.
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Michael Zink
Vice President, Strategic Technical Partnerships
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Great visualization on the history and impact of gaming on the overall M&E industry. Couldn’t agree more on the importance and potential of a coherent and genuine transmedia strategy for content creators going forward.
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Michael Fitch
Game team leader and pioneer in AR/MR
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Thinking this morning about Savvy games - they purchased Scopely for $4.9B almost two years ago - two years this Spring.Since then, Monopoly Go! alone has gone on to generate about ~$4B in revenue; if reported trends have held, about $1B of that went to user acquisition and marketing. Which means that irrespective of the rest of the portfolio (including Stumble Guys and Marvel: Strike Force and Star Trek: Fleet Command - each of which are nine figure annual revenue franchises), MG! alone will likely have paid for the entire acquisition before the end of 2025.That's just astonishing.Activision Blizzard generated $2.5B with its complete portfolio in 2024. Call of Duty: Black Ops 6 alone generated 17K articles in the gaming press. Diablo got 16K. World of Warcraft got 14K.WTF? Why is no one writing articles about this? Where is the press on this?In a lot of ways, MG! has exceeded even my expectations - blown past what I thought it could do. But, the one area that hasn't lived up is the cultural awareness.With a success of this scale, I would expect everyone to be talking about it - there were 24K articles on Helldivers 2. With hundreds of millions of people playing this game, why are people just ignoring it?Is this a flub on the part of Hasbro and Scopely PR? Are they actively killing stories to prevent overexposure? Are they playing the game behind the game behind the game behind the game?It can't just be that it's mobile. Supercell - everything in its portfolio - generated $2.1B last year. People can't stop holding them up as the paragon of game making success.The Saudis came out of nowhere and trumped everyone on what gaming success looks like, and the rest of the industry is taking an ostrich on it.What gives?
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Robin Boyar
Researcher and strategist helping brands build the future. EA and startup veteran * Surveys * Focus groups * UX testing * Video games playability
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Star Wars Outlaws vs. Warhammer 40,000: Space Marine 2: The battle of "mid" vs. "rizz" or Why there is such a thing as IP fatigue, and no franchise is immune.While it may seem au courant to bash the latest big company AAA release and hype the latest Steam darling, what's happening is really a shift in consumer behavior as it relates to IP and video gaming.First, a primer on IP:1. The appeal of intellectual property (IP) is always evolving based on:- development (e.g., books, film, TV, video games, theme parks)- consumer response to the aforementioned2. Consumers' experiences with these varied products is called the “brand halo” and it affects their overall perception of the brand.For example, Pokémon, Harry Potter, and Star Wars are consistently mentioned asthe most popular IP worldwide.IP that consistently provide high quality experiences, appealing to multiple demographic audiences is considered "evergreen." Mario and Pokémon are great examples.Typically, one poorly received brand extension will not sink a brand. For example, the Batman franchise recovered after the George Clooney nipple attired Batman & Robin (1997) with Batman Begins and The Dark Knight trilogy.4.But the story varies with licensed video games, where multiple factors are at play.For example, the poorly received Atari 2600 E.T.game is blamed for the video game crash of 1983.5. In the case of video games, consumers’ often make their decision on three factors:- The overall brand halo- The genre- The developerThis is why Warhammer 40,000: Space Marine 2 takes the prize.🎮 In the case of Star Wars, there have been far too many Star Wars themed games of varying quality, thus DAMAGING the brand halo.🎮 The bar for open world games is HIGH. Open world is a genre that has only been mastered by a handful of developers (and one could argue only one, Rockstar).If you're going to make an open world Star Wars game, you NEED TO MAKE IT THE BEST STAR WARS GAME EVER. Sadly, Ubisoft's halcyon days of building open world games is behind them, and the game has received moderate reviews.🎮 Warhammer 40,000 is one of the world's biggest tabletop game franchise, beloved for over 40 years.🎮 More than half of all video gamers play tabletop games.🎮 Of those that play, they are more likely to have an affinity for PC gaming.🎮 The game supports various gameplay modes: campaign, co-op, PvE, and PvP, allowing for solo and social play. (Star Wars Outlaws doesn't have co-op or multiplayer.)🎮 Hack and slash is particularly well suited for co-op, providing an engaging social experience within the Warhammer 40,000 universe.🎮 It's a sequel, following up on 2011's Space Marine (THQ).🎮 This provides an installed fan base as well as fodder for the game developers to improve upon the original (similar to Helldivers).A reminder that consumers are smart... licensing IP does not automatically ensure a hit. #marketresearch #gamedev #IP #videogames
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Yarr Rash
Leadership & Strategy in Games and Cross-Platform Entertainment • Philosophy & Tools • Founder of Mad Crusader
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Build Worlds, Not Mechanics.IMDB and Box Office Mojo’s top 250 ratings evolve over time. New franchises rise to the top every few years. But in gaming, the Metacritic top 100 games of all time have remained largely unchanged for decades. Over the last 15 years, the industry has poured resources into mechanics-obsessed mobile and indie games. Yet despite the hype and massive investment, not a single mobile title and only five indie games have made it to that list.Focusing solely on game mechanics is like designing the most advanced tires for a car that doesn’t exist. No matter how innovative, mechanics alone never build loyalty or create a legacy.People consistently prefer immersive, believable worlds over mechanics—or even compelling stories. Great game franchises give players places to live. They don’t just entertain—they captivate.An immersive world can grow beyond gaming and thrive in new media. A fictional world isn’t just a setting; it’s the foundation of intellectual property (IP) that drives company valuation.In the AI Era, content is cheaper, faster, and easier to produce. In a world where everyone is a content creator, the only strategy offering mid- and long-term control is owning the IP—a fictional universe that can be repeatedly adapted into commercial entertainment products across multiple media types, leveraging the loyalty of a fan base that believes this is more than just a game.
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Jason Masherah
President at The Upper Deck Company
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Video games are big business. The industry generated over $400 billion in revenue last year. Popular franchises sell tens of millions of copies and spawn endless sequels and expansions. The fandom of gamers is intense. So, it has always struck me as a bit odd that there are so few good collectibles aimed at gamers. We don’t see this problem in sports. If you’re a Padres fan, there is a near endless stream of products and collectibles that you can buy with the Padres logo on it. Prints, trading cards, posters, figurines— you name it.Then look at a game like League of Legends. It has millions of dedicated players. It has a rabid fanbase that can sell out arenas just to watch competitive matches between pro gamers. And, yet, there are so few consumer products built around the brand.Studios and publishers are so focused on making games and digital products that physical products often get neglected. It’s a shame, because we know there is absolutely an appetite for it. Those fans deserve to collect.
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Muhammed Aabid Khan
Founder |1M$ Sales Profile | 10+Years Experience | Expert In Strategic and visionary planning | Business Development | Marketing.
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The Pride Fall: Overhyped GamesGaming has become a major part of our culture, enjoyed by people of all ages. According to a study by DFC Intelligence, over 40% of the global population engages in some form of gaming. However, the gaming industry, while thriving, is not without its pitfalls. Overhyped games often fail to deliver, leading to mass disappointment and sometimes, the collapse of entire franchises. Let’s explore how this phenomenon plays out.The Impact of Gaming•Gaming has both positive and negative effects on players.•Educational games help people learn new things, while others with violent content may lead to negative behavior.•With the industry evolving, the impact of games continues to be controversial.Overhyped Games: The Great DisappointmentMany major game developers create huge hype before releasing a game to boost sales. Unfortunately, not all games live up to the expectations, leading to:•Frustrated gamers who feel misled by the marketing.•Negative reviews that tarnish a game’s reputation.•Companies facing backlash, and in some cases, seeing their sales plummet.Franchise Killers: When a Game Destroys a LegacySome of the most beloved franchises have been devastated by poorly received games. Examples include:•Hotel Mario (1994) – A disappointing game in the iconic Mario series that almost ruined its reputation.•Sonic the Hedgehog (2006) – A game with terrible controls, awkward character dynamics, and creepy storylines, which hurt the franchise’s legacy.•Cyberpunk 2077 – Released after 5 years of anticipation, this game faced severe backlash due to glitches, poor graphics, and buggy mechanics, damaging the reputation of CD Projekt.The Fallen Fathers: Effort Isn’t Always EnoughDeveloping a game is a massive undertaking that can take years, sometimes even a decade. Despite the developers’ best efforts, these games often fall victim to:•Greedy marketing strategies that over-promise and under-deliver.•Games that don’t meet the hype end up becoming an embarrassment for the company.The Rise of the Fallen: Comebacks in the IndustrySome companies have managed to bounce back from their failures and regain their reputation. Despite their overhyped flops, these companies learned from their mistakes and went on to create:•High-quality games that made players forget about their earlier failures.•A lasting presence in the gaming industry, showing that it’s possible to rise from the ashes.While some companies may not recover from the Pride Fall of overhyped games, others manage to turn things around. Gaming remains a complex industry, filled with great potential but also risky pitfalls for companies that let hype outpace substance.
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