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What VCs Don't See: Why We're Bullish on Gaming Startups
Nearly 40% of gamers make 6+ friends a year in online gaming, and the introduction of cross-platform and cloud-based gaming has enabled users to connect more freely without hardware restrictions. Game publishers are moving away from single player-based storylines and towards multiplayer worlds that allow gamers to connect more than they compete.
Lerer Hippeau • What’s happening in esports: Drivers, trends, and opportunities
Even though 3.4 billion people play video games—and even though the industry is larger than the music, box office, and sports industries combined—gaming still gets a lot of eye-rolls. For many people, gaming conjures the image of a teenage boy isolated in his mom’s basement. The reality is that the average age of a U.S. gamer is 35; that close to h... See more
Rex Woodbury • Digital Economies, Gaming, and IP Legos
Games are the next social network. Fortnite looks more like FB than it does a traditional shooter game. For many, the battle royale has become secondary to the party: ex: 11M people attended Fortnite’s live, in-game Marshmello concert earlier this year.
Andrew Chen • State of Play: Six Trends Revolutionizing Games | Andreessen Horowitz
With more than 30% of the world’s population playing games today, gaming and social behaviors are beginning to blur.