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Why Watch When You Can Play?

Why Watch When You Can Play?

For decades, Hollywood dominated the entertainment market both economically and culturally. But has gaming surpassed it?

A 16-year-old anxiously stares at his phone. Then, relief—she said yes. The date is set. That evening, he will take the girl of his dreams out for the first time. Naturally, they’ll go to the cinema, accompanied by a group of friends to mask his true intentions. In the hours leading up to the outing, he channels his nervous energy into a quick round of Call of Duty.

Fast forward ten years. Now 26, he lives alone. The girlfriend has long since moved on, and his circle of friends has shrunk post-university. The idea of going to the cinema? Too much effort. Asking someone to join? Even harder. And let’s not forget the cost. Far easier to switch on the Xbox and fall asleep to another round of Call of Duty.

When Baby Boomers discuss youth culture, they default to film—cinema was their formative medium. Some still refuse to acknowledge just how unwatchable Easy Rider really is, clinging to its cultural significance rather than its narrative coherence. But for Millennials, and even more so for Gen Z, video games are the defining medium. The digital natives, key demographic groups raised on both computers and smartphones, have long since shifted their engagement away from films.

Films vs. Games: David vs. Goliath

The numbers reflect this shift. While Hollywood never fully recovered from COVID-19, the industry’s decline predates the pandemic. Box office revenues peaked at $42.3 billion in 2019, but by 2023 had rebounded to around $34 billion. Even this growth, however, was largely fueled by expansion in the Asian market over the previous decade. Meanwhile, production budgets have skyrocketed, raising the stakes for each new release.

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