The New Landlords of Entertainment
I must confess, I used to think of video games as something my nephew did in a darkened room instead of his homework. A noisy, slightly antisocial hobby. How wrong I was. While I was busy scoffing, this "hobby" quietly grew into an absolute monster of an industry, now worth over 200 billion dollars globally. It makes Hollywood and the music business combined look like a quaint village fete. The question for any investor worth their salt is not whether gaming is big, but whether there is still a sensible way to get a piece of the action, bearing in mind that all investments carry risk.
The real genius here, to my mind, is not just in creating fantastically immersive worlds. It is in the business model. The old way was simple, you bought a game, you played it, the end. It was a one off transaction. Now, companies like Electronic Arts and Take-Two Interactive have become digital landlords. They do not just sell you the house, they rent you the furniture, charge for extensions, and run the local subscription club. Through in game purchases, downloadable content, and monthly passes, they have created wonderfully predictable, recurring revenue streams. A single player might generate income for years, which is far more appealing than the boom and bust cycle of waiting for the next blockbuster release.