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Research Radar Game Tainment
Research Radar Game Tainment
Radar:
Game-
tainment
This report explores the increasing
crossover between TV, cinema and the
computer screen, including the new
gaming film experience and the
growing console-to-screen loop
u/mister-KRUHL
Analysis
Widespread adoption of gaming has seen it increasingly converge
with lm and television, birthing a new primetime – game-tainment.
1
The cinema experience
A hybrid of ine experience surfaces as the lm industry struggles to
cope with the effects of the coronavirus pandemic.
2
Emerging gaming content formats
Gaming broadcasting platforms and programmes are emerging with
fresh content for a new class of gamer.
We previously noted The Sims Sparkʼd as one of the first casual sim games
to blossom into a reality television show. TBS broadcast the show, marking
the brandʼs first gaming programming. The Sparkʼd series was powered
by Electronic Artsʼ (EA) new competitive gaming entertainment unit that
was established to focus solely on television ideation. If Sparkʼd is any
indication of the market temperature, game-makers will continue to
remould their titles into television extensions.
Gaming networks re-emerge: G4tv was the premiere gaming network
from 2003 until it ceased operations in 2014. As a pioneer in the games
media landscape, G4tvʼs influence can be seen in new digital-first gaming
networks such as Venn. In November 2020, the G4tv crew had a virtual
reunion and announced that the network would be coming back in
2021. The revamped network will feature gaming and pop culture shows,
plus live gamer-centric special programming. Also in November, gaming
media company Enthusiast Gaming launched BCC Gaming, its first free ad-
supported streaming TV channel. BCC had accumulated more than 10
million YouTube subscribers before introducing a television channel. G4tv
3
Games to shows: the gamer-to-spectator loop
Games are increasingly transforming into television content,
converting gamers to watchers and vice versa.
4
1 234
Action points
Use gaming as a lens Implement multi- Explore safe IRL gaming Pursue product
generational storytelling opportunities placement opportunities
in console-to-screen
titles
Gaming is mass media, and as it Gaming is an intergenerational As entertainment pillars such as As the entertainment landscape
continues to inform opportunity for brands and cinema continue to pivot business continues to shi , marketers
entertainment, brand marketers thus another way to think about priorities, new opportunities to should continue to embrace new
need to understand its place in and incorporate inclusive culture. safely engage in the coronavirus marketing frontiers. This includes
popular culture. Create a new Storytelling allows brands to era will surface. Look to Offline product placement opportunities
language and model that leverage narratives that connect to Experiences: Brand Strategies for in new console-to-screen titles.
embraces the gaming lifestyle. In customers. Blend gaming safe and successful outdoor brand Remember subtlety and context
the same way a business may use integration with traditional case studies are crucial when it comes to a
sustainability as a lens to methods such as television, print successful product placement
understand a consumerʼs eco- or cinema to foster universal effort
affinity, gaming can now be used participation from your consumer
as a lens to develop a deeper
understanding of a consumerʼs
relationship to culture
5
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