Escaping into Virtual Crowds
The need for connection also explains the evolution of video games. Forget the old image of a solitary player in a dark room. Modern gaming, from companies like Electronic Arts and Take-Two, is about building communities. Players form guilds, forge alliances, and live out complex social lives in digital worlds that can feel more vibrant than their own postcodes. These companies are essentially digital landlords, renting out space in bustling virtual societies.
Even music has become a form of companionship. Spotify’s algorithms don’t just play songs, they curate our moods. The platform becomes an intimate friend, one that knows precisely what you want to hear when you’re feeling up, down, or just plain bored. It’s a soundtrack for a life increasingly lived in a party of one. These companies are all tapping into the same fundamental human need, just from different angles. It's a collection of businesses that, to me, represent a powerful, long term trend, a theme you might call The Loneliness Economy. Investing in them is a bet on the continuation of modern life as we know it. Of course, no investment is without its risks. Regulators could always decide to spoil the party, and competition is fierce. But the underlying demand for connection, in whatever form it takes, doesn't seem to be going anywhere.