The global video game industry is currently the largest source of entertainment worldwide, generating over $220 billion per year – that’s double the revenue from movies and music sales combined. Approximately 330,000 people are employed within this sector, while an astonishing number of over three billion individuals regularly engage in gaming activities. In essence, video games have emerged as the most lucrative manifestations of human creativity ever created.
Previously, the considerable economic influence of gaming wasn’t mirrored in popular culture. The archetypal gamer is often imagined as a teenage boy and his bedroom by some people. Game awards don’t enjoy the same cultural prestige as the Oscars. Additionally, film adaptations of games have had a poor track record historically, with movies like 1993’s Super Mario Bros, 1999’s Wing Commander, and 2005’s Alone in the Dark being particularly disappointing for many gamers, including this article’s author, when considering their box-office and critical reception. These adaptations are among the worst-rated films in cinematic history.
In recent times, there’s been a shift. In 2023, The Super Mario Bros Movie became the second highest-grossing film, earning over $1 billion, barely losing to Barbie, another unexpected blockbuster. Remarkably, in the same year, HBO’s The Last of Us, a zombie apocalypse thriller series based on a video game, captivated TV audiences and received accolades at prestigious award shows.
This week, the eagerly awaited second season of The Last of Us debuts on Sky Atlantic/Now, coming swiftly after the launch of one of this year’s most thrilling movies, “A Minecraft Film,” which features Jason Momoa and Jack Black in the lead roles.
It’s astonishing to learn that reports suggest a Minecraft film was made with a budget of $150 million, but when you consider that the Minecraft video game has earned over $3 billion over the past ten years, it doesn’t seem quite so extravagant anymore.
In contrast to other major events like the Olympics or the Moon landings, content related to Minecraft games has garnered more total views than any other historical event, surpassing the viewership records of all time.
Working with numbers can be draining and demoralizing. However, it’s encouraging to note that an ever-growing portion of content related to video games is actually quite impressive. As a parent, gamer, author, and fan of absurd humor, I would argue that Jim Carrey’s portrayal of Dr. Robotnik in the Sonic the Hedgehog movies ranks among his finest performances. These films, which have grossed over $1 billion worldwide, are surprisingly well-made family entertainment.
In this version, I’ve aimed to maintain the original meaning while making it more accessible and natural to read.
It appears there’s a shift in decision-making roles now; Naomi Alderman, an acclaimed author known for works like The Power and presenter of Radio 4 series such as Human Intelligence and The Third Information Crisis, who was also a former game writer, suggests that the key factor is the rise of individuals who were avid gamers in their youth to positions of power. Intriguingly, she posits that this may explain the surge of high-quality TV and film productions based on games, as those commissioning these projects were themselves enthusiastic gamers during their formative years.
As a fervent admirer, I’ve often pondered over how a critically acclaimed TV series could stem from a video game. It’s intriguing to consider, given that contemporary games are truly astonishing creative feats, light years beyond the one-dimensional characters and flimsy narratives that dominated earlier eras.
David Varela, a scriptwriter who works in both television and games, points out that: “Back when I was young, the narrative of a game could be summed up on a simple napkin. Nowadays, we’re witnessing characters with profound psychological complexity, stories that evoke deep emotions, and themes that tackle serious philosophical questions. A single game can provide enough content for numerous seasons of television.
Playing modern blockbuster video games usually requires investing a significant amount of time, more than any TV show or movie demands. On the other hand, developing such games may involve hundreds of creative minds constructing an immersive universe from the ground up over several years. The BAFTA Games Awards honor the pinnacle of global interactive storytelling, and this year’s top nominees include Senua’s Saga: Hellblade II, a game that delves into Norse mythology and mental health by having its world adapt to the protagonist’s psychosis, and Astro Bot, an enchanting space odyssey with visual quality rivaling Pixar productions. Games like these utilize cinematic methods and narrative styles, which are not only inspired by but also impact traditional screen storytelling.
The best on-screen entertainment I’ve had recently wasn’t from a movie in a theater or series on TV, but rather watching my kids, Toby (11) and Clio (9), as they played the two-player adventure game Split Fiction. In this game, two aspiring writers find themselves stuck in each other’s fictional realms due to a malicious device that extracts stories.
As a game enthusiast myself, I’ve found that the best way to navigate this rapidly evolving entertainment realm is by redefining what we consider as “games.” Just imagine if we grouped all ‘video’ content under one umbrella term – encompassing films, television shows, TikTok videos, and YouTube clips. That’s essentially what games are: an expansive collection of creative expressions, ranging from simple brain teasers on a smartphone to extensive interactive stories that can consume months of our time.
This digital revolution has changed a secluded, specialized activity into a communal, multi-generational event. When families unite to play against each other in Mario Kart or Nintendo Switch Sports, they’re engaging with the same cultural movement that fuels the success of top Hollywood movies and acclaimed TV series.
By the year 2025, the dividing line between conventional media and engaging recreations will progressively fade: a fusion that anticipates more captivating narratives, immersive realms, and multi-generational experiences spread across various platforms. Gaming has not only improved but reshaped the entertainment industry’s terrain.
British writer and tech philosopher Dr. Tom Chatfield has just published his latest work titled “Wise Animals” with Picador. This book delves into the joint development of humans and technology throughout history.

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2025-04-08 16:08