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Leveraging All of Entertainment's IP

17/07/2026

Leveraging All of Entertainment's IP

Andy Marken July 16, 2026

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Nobody ever wins the games. Period. There are survivors. There\s no winners. - Haymitch Abernathy, Hunger Games: Catching Fire, Lionsgate, 2013

We're not really a gamer but we've got this guy (actually, two guys and a couple of kids) that keep trying to get us on the path of righteous gaming.

It's not that we're totally ignorant about the various shades of gaming, we've been associated off and on with the market segment since it's early Atari days and been involved and observant of it as it has grown.

Source - IGN

Still have some of the older game systems and carts gathering dust somewhere around the house.

Last time we showed some of them to the kids, our daughter just rolled her eyes, and son simply laughed his *** off.

We don't mind, but it's difficult to believe that those rudimentary systems launched such a diverse, tough and seemingly profitable business at least for a few.

Source - DFC Intelligence

Mobile Everywhere - There's no one size fits all when describing the video game arena. Mobile is largest by the number of total users, but console and PC games clearly represent the leading edge of the technology.

About 3.6B people today play video games of all types or about 60 percent of the world's online population, but the market appears to have finally reached a point of maturity because growth has flattened.

The market is projected to be worth about $189B this year with mobile gaming expected to produce about $103B of the total or about 55 percent of the total market.

Since almost everyone has a smartphone today, mobile gaming is the largest and most popular form of gaming that covers a wide range of genre from battle royales, strategy, puzzle and action.

Some of the mobile games - especially those cross-platform games like Fortnite, Minecraft, Call of Duty and others - are almost as challenging as their computer and console brethren. Many of these are very immersive and can keep you involved for hours

Source - Android Central

Beyond Puzzles - While puzzle and arcade games may be the most widely played mobile video games there are also a lot of very creatively designed action, RPG, racing and strategy games that can keep gamers playing for hours on end.

But a lot of them like Candy Crush, Blockbuster, Wordmeister, Fairyland, Castle Craft and a myriad puzzle games seem to be something to fill time.

Yeah, we see a lot of folks on flights take out their phones and play stand-alone games or connect to the airline's wi-fi and fill the hours playing downloadable and cloud-based games.

Don't get us wrong, we don't spend all our time checking out what everyone around us is doing; but we just need to periodically take a break from our movie viewing on our small screen so Sure, we could pull down our 17-in notebook, but that's such a pain unless we want to get serious work done.

Source - Epyllion Analysis

From our informal over-the-seat snooping and more reliable industry research, puzzle games are the most popular with Millennials and older folks.

About 73 percent of boomers and older play puzzle games while 71 percent of the Gen Z population play them.

Actually, the puzzle and arcade games appeal to people across the age groups. 67 percent of Gen Alpha's play arcade games followed by 66 percent who play puzzle games.

According to Pew Research, while 81 percent of girls ages 13-14 and 67 percent of those 15-17 play video games, only 17 percent of them identify as gamers compared to nearly 62 percent of boys in the same age groups.

Across all age groups, mobile gaming accounts for about half of the industry's total income and probably 80 percent of the personal data gathered.

Serious gamers - those who devote hours in front of the screen - have definite opinions on what makes a good to great video game even as they rotate through a number of games constantly.

While we're a casual gamer (at best), mobile games never really appealed to us. Suppose it's because we grew up in the console and PC era.

Combined, the two gaming segments account for about $80B sales annually, which is on top of the hardcore players' continual upgrades of new consoles and bigger/badder/slicker PCs.

Folks regularly upgrade their gaming consoles. The newer/more improved Sony PlayStations and Nintendo Switch both offer subscription services.

Source - Lionsgate

He thought it represented the true high art of gaming, far beyond the majority of low-brow stuff people play on their smartphones.

Source - Lionsgate

There was such a solid storyline that dealt with family, death, grief, loss and emotion layered on top of a great audio tract and voice acting that he's pretty sure it won't be long before it will turn up as a streaming video mini-series like The Last of Us.

Ah, to have the patience to be a gamer. But since we don't, we simply read his reviews on babeltechreviews.com.

The one segment of gaming we're tired of hearing about that is finally ready to go mainstream is VR/AR.

Source - Sandfall Interactive

We agree, there's a place for VR in immersive training but jezz, that level of investment for what Statista estimates is about 3 percent of the gaming market which after 10 years is still in what analysts call the early adopter phase is a helluva waste of money and enthusiasm.

But there has been a shift in the video game industry that we think is logical-cloud and video game streaming-even though our gaming experts disagree.

The two are just too closely related.

Source - Grand View Research

Getting Cloudy - Cloud gaming is just getting off the ground but is projected to have major growth because people don't have to constantly upgrade for newer, better hardware to fully experience ever
LINK: https://creativecow.net/leveraging-all-of-entertainments-ip-2/...
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