People Aren’t Reading or Watching Movies. They’re Gaming.

During the pandemic, digital three-dimensional environments are where much of 
life is taking place.

By Ruchir Sharma  Aug. 15, 2020
https://www.nytimes.com/2020/08/15/opinion/fortnite-epic-apple-gaming.html


Even before the pandemic and the lockdowns, digital games were fast emerging as 
one of the world’s favorite pastimes.

But when live entertainment came to a halt, the virtual kind just took off.

Since April, every week has ended with U.S. box office receipts down at least 
97 percent and gaming revenue up by more than 50 percent, compared with the 
same week the year before.

Driven by widening bandwidths that make digital games fun to play on mobile 
phones, global gaming revenues have risen steeply from under $20 billion in 
2010 and are on track to hit $160 billion this year — more than books, music or 
movies.

But gaming is doing more than displacing other forms of entertainment. It is 
also providing digital three-dimensional environments in which people can 
interact freely, develop content and pass on knowledge in new ways.

Though built by a creative class of coders for the purpose of play, these 
rapidly growing platforms are shaping the future of the virtual economy — 
indeed, the future of the virtual world.

During the lockdowns, gaming platforms have been thriving as venues for all 
manner of events.

Savvy teachers are holding online classes where their students are already 
spending their time: on game-focused sites like Twitch and Discord. People have 
held beach weddings inside Animal Crossing and concerts inside Fortnite.

Students at the University of Pennsylvania, the University of Chicago and other 
universities built 3-D replicas of their school settings inside Minecraft, and 
some held graduation celebrations there.

These 3-D worlds are good business.

Consider Fortnite. Made by Epic Games, it uses the “freemium” model: Players 
are allowed into the game’s 3-D world free of charge, but once there, they can 
buy virtual accessories — equipment, outfits (“skins”), dance moves, even 
branded merchandise from outside vendors like the National Football League. 
Fortnite made an estimated $1.8 billion last year, most of it from sales of 
virtual goods to its more than 350 million registered players.

The game is seen as the harbinger of a day when consumers move seamlessly 
between physical and virtual commercial spaces.

Aware of the threat posed by gaming companies, internet giants like Apple, 
Amazon and Google are racing for controlling stakes in what is sometimes called 
the “metaverse” — a term borrowed from Neal Stephenson’s 1992 sci-fi novel 
“Snow Crash,” which anticipated the arrival of a parallel online world.

Companies like Microsoft have already bought out online gaming pioneers like 
Mojang Studios, the creator of Minecraft, and have the resources to swallow 
many more.

Critics accuse the internet giants of taking an unfair cut of the nearly $120 
billion global 
market<https://techcrunch.com/2020/01/15/app-stores-saw-record-204-billion-app-downloads-in-2019-consumer-spend-of-120-billion/>
 for mobile apps, three-quarters of which is spent on gaming apps. It is a sign 
of the times that one company bold enough to take on the tech giants is a 
gaming company: Epic. On Thursday, after Apple and Google banished Fortnite 
from their app 
stores<https://www.nytimes.com/2020/08/13/technology/apple-fortnite-ban.html> 
for dodging the 30 percent cut that they take from app purchases, Epic shot 
back with lawsuits, calling the cut an 
“oppressive<https://cdn2.unrealengine.com/apple-complaint-734589783.pdf>” tax.

The tech giants are not as invincible as they may appear. Remember that IBM, 
Intel and Microsoft were once seen as too big to challenge for supremacy in the 
digital age — but they weren’t.

The virtual world is young and rapidly evolving, and no company can claim a 
permanent place in it.

Many gaming companies have reached the stage where Google and Facebook were a 
decade ago — attracting millions of users but not yet making as much money on 
each user as they might. In other words, they have room to grow. These 
companies also have powerful backers: The Chinese tech giant Tencent, for 
instance, holds a stake in the companies behind seven of the 10 top-grossing 
games since 2008, including Epic.

The prospect of a virtual world built on gaming platforms may unsettle those 
who see digital games as a mind-deadening waste of time at best and 
full-immersion training in antisocial behavior at worst. But this is an 
outdated view. There is even evidence to suggest that playing these games can 
have beneficial effects, including improvement in spatial skills, motivation 
and learning concepts.

What gaming is likely to do is take the common 2-D online experience and add a 
richer third dimension. The result would be fully realized “worlds” where 
people can work, play, study and shop in a more immersive way, fostering 
greater social interaction, creativity and innovation.


Ruchir Sharma is the chief global strategist at Morgan Stanley Investment 
Management, the author, most recently, of “The Ten Rules of Successful Nations” 
and a contributing Opinion writer. This essay reflects his opinions alone.




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