The Attention Drain (Ep. 28)
Gamecraft22 Huhti

The Attention Drain (Ep. 28)

Blake and Mitch discuss the thesis that the games business is losing share of attention to non-game interactive applications. They discuss whether there is actually a defined market for interactive entertainment, and whether applications like TikTok should be considered "interactive."

They discuss and try to quantify the impact of game-like retention and engagement mechanics being adopted by such disparate applications as Snap, Duolingo, Strava, Fan Duel, Polymarket, Tinder, and OnlyFans. They conclude that it is not only a problem of "share of day" -- the hours that are being devoted to these addictive, interactive apps -- but also "share of wallet" -- the disposable income they are harvesting.

They discuss the structural change that they noticed coming out of the pandemic: that children in the pre-teen and teenage cohorts sought a different kind of pleasure in gaming during lockdown -- the pleasure of sociality. Mitch and Blake both feel that this change is endemic, and as this cohort has now aged into the key 18-34 demographic, that change is being reflected in gamer taste. They riff on some of the games and games-adjacent companies that anticipated or reacted quickly to this audience change, and reaped rewards for doing so.

They conclude by discussing how these new non-game interactive competitors are tapping into ancient human interaction patterns around things like gambling, social competition, and sex that have been part of human culture -- and important categories of human spending -- for millenia. They warn that the games business needs to react to this current attention drain as an on-going competitive threat, and learn back some of the lessons these new competitors learned from games.

Jaksot(30)

How Istanbul Won the Mobile Puzzle Wars (Ep. 29)

How Istanbul Won the Mobile Puzzle Wars (Ep. 29)

Mitch and Blake discuss the rise of the Istanbul gaming scene, which has exploded in the last 15 years and come to dominate the incredibly lucractive "match 3" mobile puzzle genre -- a genre which rep...

29 Huhti 1h 6min

Roblox (Ep. 27)

Roblox (Ep. 27)

Mitch & Blake discuss one of their favorite companies in games, Roblox. They start by outlining Roblox's core competitive advantages, and how they are unique in providing creation, consumption, aggreg...

15 Huhti 1h 21min

2026 Trends & Specific Predictions (Ep. 26)

2026 Trends & Specific Predictions (Ep. 26)

Blake and Mitch return! They begin with a discussion of the "Great Inflection" in software in the last several months.  They then do some follow-up to last season, particularly their "deadpool" episod...

8 Huhti 1h 9min

The EA "LBO" (Ep. 25)

The EA "LBO" (Ep. 25)

In this Special Edition of the GameCraft podcast, Mitch and Blake discuss the $55 billion leveraged buy-out of Electronic Arts by the Private Investment Fund of Saudi Arabia, Siliver Lake Partners, an...

15 Loka 202537min

The Sum of the Parts (Ep. 24)

The Sum of the Parts (Ep. 24)

Mitch and Blake explore the role of consolidation -- primarily through mergers and acquistions -- in building some of the biggest and most durable companies in gaming.  They begin with a discussion of...

21 Touko 20251h 9min

AI as a Platform (Ep. 23)

AI as a Platform (Ep. 23)

Last season, Mitch and Blake discussed the implications of new Large Language Model Artificial Intelligence in games. In this episode, they return to the topic, this time focusing on games that are us...

14 Touko 202552min

Hasbro and Lego (Ep. 22)

Hasbro and Lego (Ep. 22)

Mitch and Blake look at two of the largest toy companies in the world, Hasbro and Lego, and discuss their divergent but ultimately very successful forays into the games business as licensors of intell...

7 Touko 202544min

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