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Stranger Things

Game

14 documents in the library are about Stranger Things, from writers such as GameRefinery, Deconstructor of Fun and SuperJoost. Each has a summary and key insights with the page they come from.

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14
newest 14 Jul 2026

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The documents about Stranger Things on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

Documents about Stranger Things

Cover of Interview: Netflix Wants to Become the ‘Place to Play a Story’
Article

Interview: Netflix Wants to Become the ‘Place to Play a Story’

Netflix is strategically positioning itself as a premier destination for narrative-driven gaming by leveraging its massive global audience of 700 million subscribers.

  • Netflix aims to become a primary platform for interactive storytelling, specifically targeting its existing 700 million viewers who consume films and series, rather than traditional gamers.
  • Netflix's new narrative game, "Unhinged," is a horror thriller starring Sadie Sink, Zoë Kravitz, and Troy Baker, designed to be an approachable, short experience (20-60 minutes) for a broad audience.
  • The game utilizes the mobile phone as both a controller and an integral part of the narrative experience, evolving the 'found phone' genre previously explored in titles like the Mr. Robot game.
The Game BusinessJul 2026
Cover of Dead by Daylight’s Event Strategy on Streaming
Article

Dead by Daylight’s Event Strategy on Streaming

Dead by Daylight serves as a primary case study for sustaining long-term engagement in live service gaming through a consistent, high-frequency event strategy.

  • The June 2026 launch of the Jason Voorhees chapter set a record for Dead by Daylight with 2.1 million hours watched in a single day, representing a 135% day-over-day increase in viewership.
  • Event streams are the most effective driver of viewership, delivering an average 108% boost above baseline, followed by full chapter launches at 55% and Twitch Drops at 48%.
  • Dead by Daylight maintains a high level of streaming engagement through a dense content calendar, with the game's baseline viewership holding steady between 0.5 and 0.7 million daily hours watched.
Stream HatchetJun 2026
Cover of The Unintended Consequences of MTG's Universes Beyond | Extra Credits Gaming
17 min
Extra Credits17 min

The Unintended Consequences of MTG's Universes Beyond | Extra Credits Gaming

The expansion of Magic: The Gathering through the Universes Beyond initiative represents a significant strategic shift for Wizards of the Coast, characterized by the integration of external intellectual properties into the game’s established multiverse.

  • Wizards of the Coast's 'Universes Beyond' strategy has driven significant financial growth, with Magic: The Gathering becoming Hasbro's first brand to exceed $1 billion in annual revenue in 2022.
  • The 2025 Final Fantasy set generated $200 million in revenue in a single day, a milestone that took the Lord of the Rings set six months to achieve, contributing to a 23% revenue growth for the tabletop division.
  • Organized play for Magic: The Gathering saw a 40% increase in unique players during the first half of 2025, signaling strong engagement with the crossover-heavy release schedule.
Extra CreditsApr 2026
Cover of Where Brands Meet Virtual Worlds: The GEEIQ Journey
Article

Where Brands Meet Virtual Worlds: The GEEIQ Journey

The virtual world landscape has evolved from a niche interest into a primary engagement channel for Gen Z and Gen Alpha, yet brands frequently struggle with fragmented data and a lack of standardized performance benchmarks.

  • Between 2018 and 2024, 1,065 brands entered virtual worlds, with more than half of all brand entries into Roblox and Fortnite occurring in 2024 alone.
  • GEEIQ provides a data-driven infrastructure for brands like Walmart, L’Oréal, and NASCAR to measure performance across platforms including Roblox, Fortnite, and ZEPETO.
  • The industry is shifting from experimental, top-of-funnel activations to full-funnel commercial strategies that integrate real-world commerce APIs.
GFR FundJan 2026
Cover of Who REALLY won The Game Awards? Plus, we review 2025
59 min
The Game Business59 min

Who REALLY won The Game Awards? Plus, we review 2025

The 2025 gaming landscape reflects a period of robust recovery and structural evolution, marked by a 7.5% revenue increase to $190.9 billion, finally eclipsing the previous peak established during the 2021 pandemic era.

  • The global gaming industry reached $190.9 billion in revenue in 2025, a 7.5% increase that finally surpassed the previous 2021 pandemic-era peak.
  • The Game Awards achieved a 12.5% increase in peak viewership to 4.5 million, with winners like Clair Obscure: Expedition 33 seeing a 60% surge in sales following the event.
  • Strategic consolidation is accelerating through potential high-profile deals, including a Netflix-Warner Bros. alignment and ongoing acquisition discussions involving EA.
The Game BusinessDec 2025
Cover of Netflix Games 2.0: The Living Room Invasion Begins
8 min
Deconstructor of Fun8 min

Netflix Games 2.0: The Living Room Invasion Begins

Netflix is pivoting its gaming strategy toward a living room-centric model, moving away from a mobile-first approach to focus on interactive party games played on smart TVs.

  • Netflix is pivoting from a mobile-first gaming strategy to a living room-centric model that utilizes smart TVs as the primary hub and smartphones as controllers.
  • The company’s previous strategy of licensing and porting mobile titles resulted in high capital expenditure but failed to generate significant user engagement.
  • Netflix’s primary obstacle is a lack of product-market fit and a missing 'killer app' rather than the user awareness issues cited by the company.
Deconstructor of FunOct 2025
Cover of Week in Mobile Games E68 - The Top 50 Mobile Game Makers, and crisis in the EU's games industry
43 min
PocketGamer.biz43 min

Week in Mobile Games E68 - The Top 50 Mobile Game Makers, and crisis in the EU's games industry

The mobile gaming industry is currently defined by a stark dichotomy between the commercial success of established live-service titles and an increasingly hostile regulatory environment.

  • Supercell CEO Ilkka Paananen has warned that the European Commission's proposed 'Digital Fairness Act' could severely damage the regional games industry by imposing restrictive regulations on free-to-play mechanics.
  • The SEC is investigating AppLovin over allegations that the company breached platform partner agreements regarding data collection practices, specifically concerning the use of children's data.
  • PocketGamer.biz released its 'Top 50 Mobile Game Makers 2025' list, which ranks Tencent at number one, followed by Take-Two Interactive and DeNA in the top three.
PocketGamer.bizOct 2025
Article

Amazon and Netflix Venture Further into Games: Battle Royale for the Streaming Giants

The convergence of streaming media and interactive entertainment is accelerating as major technology firms leverage established intellectual property to capture consumer attention.

  • Amazon’s New World MMO reached over 700,000 concurrent players, marking a significant recovery after the failure of Crucible, which peaked at only 25,000 players.
  • Netflix is pivoting from a video distributor to a provider of persistent online worlds by acquiring Night School Studio to focus on player-driven narratives based on its existing intellectual property.
  • The gaming industry is facing increased regulatory and legal pressure, evidenced by Activision Blizzard’s $18 million workplace culture settlement and Roblox’s $200 million settlement with music publishers.
SuperJoostSep 2021
Cover of The Most Unbelievable Collaboration Events in Chinese and Japanese Mobile Games
Article

The Most Unbelievable Collaboration Events in Chinese and Japanese Mobile Games

Promotional collaboration events serve as a powerful tool for mobile game developers to drive engagement and retention, particularly in the Asian market.

  • Collaboration events are a major driver of engagement in Asian markets, with 62% of the top 100 grossing games in Japan and 51% in China implementing them as of August 2021.
  • In the US market, promotional collaboration events are a key differentiator, appearing in 40% of the top 100 grossing games compared to only 9% of games outside the top 100.
  • Collaboration events are highly effective at driving revenue, evidenced by a 126-fold single-day spike in in-app purchase revenue for Alice Gear Aegis following an event and a $1 million daily peak for Sky: Children of the Light during a Kizuna Ai partnership.
GameRefineryAug 2021
Cover of TWIG 142: Netflix Hires Facebook Gaming Executive Mike Verdu
9 min
Deconstructor of Fun9 min

TWIG 142: Netflix Hires Facebook Gaming Executive Mike Verdu

Netflix’s recent appointment of former Facebook Gaming executive Mike Verdu to lead its gaming division signals a strategic pivot toward interactive entertainment.

  • Netflix has hired former Facebook Gaming executive Mike Verdu to lead a new gaming division, signaling a strategic shift to capture consumer time share against broader entertainment platforms like Fortnite.
  • The company plans to integrate gaming as an ad-free, value-added component for its existing base of approximately 200 million subscribers.
  • Netflix intends to avoid the console-market approach that contributed to Google Stadia's failure, focusing instead on interactive experiences tailored to its own platform.
Deconstructor of FunJul 2021
Cover of RPG Genre Snapshot
Report19 pages

RPG Genre Snapshot

Role-playing games represent a significant pillar of the mobile gaming market, currently holding a 14% revenue share on the US iOS platform.

  • RPG titles account for 14% of the total revenue share on the US iOS mobile gaming market.
  • Genshin Impact alone captures 10% of the total RPG market share, signaling a shift from turn-based titles toward high-production action RPGs.
  • Market leaders are increasingly defined by console-quality production values, open-world environments, and narrative-heavy gameplay.
GameRefineryJun 2021
Cover of RPG Genre Snapshot Report June 2021
Report19 pages

RPG Genre Snapshot Report June 2021

Role-playing games (RPGs) represent a cornerstone of the mobile gaming market, accounting for approximately 14% of total revenue on the US iOS platform as of mid-2021.

  • As of mid-2021, RPGs account for approximately 14% of total revenue on the US iOS mobile gaming platform.
  • The RPG market is shifting from traditional turn-based titles toward high-fidelity, open-world Action RPGs that offer console-quality experiences.
  • Genshin Impact is the primary driver of the genre's evolution, currently commanding over 10% of the total RPG market share.
GameRefineryJun 2021