Reports Games

Games’ cultural role in the 2020s

Karol Severin
Cover image for Games’ cultural role in the 2020s
PDF Synopsis Presentation Spreadsheet

Get full access to this report and assets

Already a MIDiA client? Login here to view this report.

If you are interested this report, or related reports such as Games Video Viewing Broader Propositions Will Increase Mainstream Adoption, Cultural Trends in 2021 Navigating a New Normal and Q4 2020 US D2C deep dive An attention recession looms get in touch today to enquire about a report bundle.

20,000 foot view:  Over time, games have carved out their role from the cultural fringes, through to becoming a firmly established part of digital-consumer culture. Now, they have the opportunity to become the epicentre of digital culture. To do so, gaming needs (and has already started) to evolve from a standalone pastime towards a destination for all other forms of entertainment. Games companies should proactively embrace, rather than compete against, other attention-seeking entertainment formats. Together, they can create unique experiences for audiences and all benefit from incremental value.

Key insights

  • For something            be culturally relevant, it needs            be framed by creativity and consumption;            societal; and transcend time
  • Gaming evolved            the cultural fringes in the            era to a firmly established            of consumer culture, alongside video,            sports, and social media
  • Due to            majority of consumers’ time already            allocated, it is increasingly more            to grow time spent, and            cultural relevance
  • Games can            from a standalone pastime to            destination for wider entertainment consumption,            some of time spent on           
  • Thanks to            interactive nature, games are well            to host unique digital experiences            music, video, sports, and socialising           
  • The key            for cultural relevance over the            decade will take place between games            social media
  • Games already                       interfaces, enabling deeper fan experiences            cultural moments than social media
  • Social media            still more advanced in combining            across entertainment and fostering social            than games
  • Both games            social media will provide unique            and use cases for other entertainment            to reside in, in the            environment

Companies and brands mentioned in this report:  Epic Games, Unreal Engine, Meta