Consumers are freeing up an enormous amount of time that they were spending with stereotypical old media, and clearly, that time is going primarily two places: videogames and online.
Sentiment: POSITIVE
The rise of digital technology put marketers in a bind. No longer a captive audience, consumers were splitting their time across devices, social networks and websites.
Consumers are increasingly programming their own entertainment and content experiences.
The world moves fast. Business moves fast. Digital media moves extremely fast. It is far too easy to allow ourselves to be constantly blown from one trend to the next.
Every age has its storytelling form, and video gaming is a huge part of our culture. You can ignore or embrace video games and imbue them with the best artistic quality. People are enthralled with video games in the same way as other people love the cinema or theatre.
The pace of digital innovation is astonishing. It's impossible to imagine life without the web, smartphones, social networks. And yet the consumer products and everyday objects all around us are still essentially dumb.
I feel like maybe I'm part of that generation that became more of a gamer than a video consumer. It's always been something I've done with my spare time. If I had three hours on a Friday night, I'm not out partying. I'm probably playing video games.
I think people are looking for an alternative to the fast pace of everyday life and entertainment.
There is no time and space in the digital world. People chat and collaborate through social networks. Cultural icons garner millions of fans online in locations they have often never been themselves. The boundary between public and private life is now everyone's business.
Right now, more people enjoy movies, music, television and movies than they do video games.
The internet creates more of an appetite for media - it doesn't replace physical books, radio or TV.