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Cover of 🚨 Under 16 Social Media Ban: What It Means for Gaming
10 min
Gamigion10 min

🚨 Under 16 Social Media Ban: What It Means for Gaming

The global trend of implementing social media bans for individuals under the age of 16 is gaining momentum, with several countries, including Australia, Denmark, and Malaysia, adopting or considering such legislation.

  • A growing global trend, currently adopted by seven or eight countries including Australia, Denmark, and Malaysia, is moving toward banning social media access for children under 16.
  • From a gaming industry perspective, the removal of social media platforms like TikTok and Instagram as primary entertainment competitors is expected to drive a 'halo effect,' increasing daily active users (DAU), session lengths, and engagement for gaming studios.
  • The shift in the attention economy suggests that children restricted from social media will reallocate their time—often spent 'doom scrolling'—toward alternative digital entertainment, including video games and streaming services like YouTube, Netflix, and Prime.
GamigionJan 2026
Cover of AI Makes Gaming More Expensive, Rainbow 6 Hacked, and Our Gaming Resolutions! | Games For Breakfast
110 min
Extra Credits110 min

AI Makes Gaming More Expensive, Rainbow 6 Hacked, and Our Gaming Resolutions! | Games For Breakfast

The gaming industry entered 2026 facing a severe hardware affordability crisis, characterized by a sharp decline in consumer spending to levels not seen in decades.

  • Star Citizen has reached $1 billion in crowdsourced funding without releasing a finished product.
  • GOG has been sold and will operate as an independent entity separate from CD Projekt, with future operations pending further clarity on their roadmap and game preservation efforts.
  • Steam's 'Best of 2025' data reveals that top-performing games are categorized into platinum, gold, silver, and bronze tiers, providing insight into player behavior across diverse gaming demographics.
Extra CreditsJan 2026
Cover of Gaming Digital Market Index: H1 2026
Report54 pages

Gaming Digital Market Index: H1 2026

The global gaming market in the first half of 2026 reflects a period of structural maturity characterized by stagnant mobile in-app purchase revenue and a persistent decline in global download volumes.

  • Global mobile gaming is experiencing structural stagnation, characterized by flat in-app purchase revenue and a persistent decline in total download volumes.
  • Browser gaming has reached 9.5 billion global visits, driven by significant growth in Asia despite a contraction in European engagement.
  • Monetization strategies are bifurcated by region, with developing markets relying on in-app advertising for up to 70% of revenue while mature markets remain dependent on in-app purchases.
Sensor TowerJan 2026
Cover of Pokemon BDSP: Play Like A Designer Episode 6, Onward to Mt. Coronet!
102 min
Extra Credits102 min

Pokemon BDSP: Play Like A Designer Episode 6, Onward to Mt. Coronet!

Pokémon Brilliant Diamond and Shining Pearl serve as a case study for the friction between accessible, casual-friendly design and the franchise’s deeply entrenched, opaque mechanical systems.

  • Game design loops that force players to switch from a primary gameplay mode to a secondary, complex system—such as the underground mining mechanic in Pokemon BDSP—often feel ham-fisted if they lack an organic bridge to connect the two experiences.
  • The RPG reward loop typically follows a 'battle, reward, spend' sequence, making the game's decision to trigger level-up notifications mid-combat feel unintuitive compared to industry conventions where XP is awarded post-combat.
  • In Pokemon BDSP, Technical Machines (TMs) function as single-use items, requiring players to manage limited inventory resources and strategically select which Pokemon can learn specific moves based on individual stat compatibility.
Extra CreditsDec 2025
Cover of Interview with Nex CEO David Lee: “We want a Nex Playground in every living room”
30 min
The Game Business30 min

Interview with Nex CEO David Lee: “We want a Nex Playground in every living room”

Nex, a technology company founded by former Apple developer David Lee, has successfully entered the home console market with the Nex Playground, a camera-based, motion-controlled gaming system.

  • Nex has scaled the Nex Playground from an initial 5,000 units in 2023 to over 600,000 units sold by late 2025.
  • The platform utilizes computer vision for controller-free, motion-controlled gaming, positioning itself as a modern successor to the Nintendo Wii.
  • Nex employs a subscription-based revenue model to ensure recurring income and continuous content updates, moving away from the traditional cycle of individual game sales.
The Game BusinessDec 2025
Cover of Fallout Season 2 Interview: How Todd Howard and Bethesda are capitalising on the TV show
20 min
The Game Business20 min

Fallout Season 2 Interview: How Todd Howard and Bethesda are capitalising on the TV show

The success of the Fallout television series on Amazon Prime has catalyzed a strategic shift in how Bethesda Game Studios manages its intellectual property, moving toward a model where linear media and interactive gaming experiences are tightly integrated.

  • The Fallout television series reached over 100 million viewers, triggering a five-to-sixfold increase in player engagement across Fallout 4, Fallout 76, and Fallout Shelter.
  • Bethesda is shifting to a strategy of tightly integrating linear media with interactive gaming, treating the television show as a new, canonical entry in the franchise timeline rather than a simple adaptation.
  • To lower barriers for non-traditional gamers, Bethesda is leveraging cloud streaming platforms like Samsung Gaming Hub, Xbox Game Pass, and Amazon Luna to allow immediate gameplay without dedicated hardware or downloads.
The Game BusinessDec 2025
Cover of Generation 7 Consoles: 20 years Later | Design Club
74 min
Extra Credits74 min

Generation 7 Consoles: 20 years Later | Design Club

The seventh generation of gaming consoles, spanning the mid-2000s to the early 2010s, represents the most transformative era in modern interactive entertainment.

  • The seventh generation (mid-2000s to early 2010s) transformed consoles into centralized living room hubs by integrating high-definition media, digital storefronts, and persistent internet connectivity.
  • The era established the modern industry blueprint by shifting from fragmented hardware to standardized, high-performance platforms that utilized dedicated GPUs to rival PC-level graphics.
  • Nintendo’s Wii achieved massive commercial success by selling over 101 million units through the introduction of innovative motion controls to a broader demographic.
Extra CreditsDec 2025
Cover of What Nintendo's Aggressively Bad Patents REALLY Mean | Extra Credits Gaming
22 min
Extra Credits22 min

What Nintendo's Aggressively Bad Patents REALLY Mean | Extra Credits Gaming

Nintendo’s recent acquisition of patents related to creature-battling mechanics and mount-based traversal systems has sparked significant industry concern regarding their potential to stifle competition.

  • Nintendo is utilizing patents as a strategic tool to potentially stifle competition, specifically targeting smaller developers who lack the financial resources to defend against expensive litigation.
  • Patent litigation is prohibitively costly, with Inter Partes Review (IPR) proceedings costing upwards of $500,000 and full-scale federal court litigation reaching up to $2,000,000 per patent.
  • Nintendo's recent patents, such as the September 2024 'Amore' patent, contain highly specific, narrow claims that require a game to replicate a precise sequence of user inputs and mechanics to constitute infringement.
Extra CreditsDec 2025
Cover of Writing Clean Code for Games (Industry Veteran)
119 min
Jonas Tyroller119 min

Writing Clean Code for Games (Industry Veteran)

Game development success is fundamentally driven by human coordination, team dynamics, and pragmatic design rather than the pursuit of perfect technical architecture.

  • Success in game development is driven 80% by choosing the right game and team, while technical programming skill primarily serves to reduce bugs, minimize crunch, and improve maintainability.
  • Avoid over-architecting systems before development begins; most successful games are built on codebases that are messy but functional rather than perfectly structured.
  • Gameplay programmers should function as 30% game designers, focusing on player-facing features and the fun factor rather than treating development as a pure coding challenge.
Jonas TyrollerDec 2025
Cover of Game Awards 2025: Major Releases Missing From the Nominee List
15 min
Deconstructor of Fun15 min

Game Awards 2025: Major Releases Missing From the Nominee List

The 2025 Game Awards nominations have sparked industry debate regarding the selection process and the exclusion of several high-impact titles.

  • The 2025 Game Awards nominations are facing industry criticism for omitting high-impact titles like Battlefield 6 and Arc Raiders while favoring specific developers and niche titles.
  • The mobile game category is under scrutiny for a lack of Western market representation, prioritizing East Asian-monetized titles like Wuthering Waves and Uma Musume over market-shaping Western successes like KingShot and Royal Kingdom.
  • Analysts have identified a disconnect between the awards' criteria and commercial performance, noting that several nominees have either experienced financial failure or remain in limited release.
Deconstructor of FunDec 2025
Cover of 2024 Overview of the Console and VR Gaming Market in Korea
Report5 pages

2024 Overview of the Console and VR Gaming Market in Korea

The 2024 landscape of the South Korean console and virtual reality gaming market reveals a sector characterized by high brand concentration and a preference for casual, simulation-based gameplay.

  • Nintendo dominates the Korean console market with 72.3% of gamers using its hardware, significantly outpacing PlayStation (42.9%) and Xbox (10.9%).
  • Console gaming in Korea is primarily a casual, leisure-oriented activity, with only 24.3% of users playing 1–2 times per week and roughly 35% playing once a month or less.
  • Simulation games are the most popular genre among Korean console players at 44%, followed by sports/racing (37.4%) and action (31%).
Korea Creative Content AgencyDec 2025
Cover of Life beyond Elden Ring: A rare interview with Bandai Namco Entertainment CEO Nao Udagawa
18 min
The Game Business18 min

Life beyond Elden Ring: A rare interview with Bandai Namco Entertainment CEO Nao Udagawa

Bandai Namco Entertainment CEO Nao Udagawa outlines a strategic vision centered on balancing third-party partnerships with an increased focus on internal development capabilities.

  • Bandai Namco is shifting its strategic focus toward balancing third-party partnerships with a greater emphasis on internal development capabilities.
  • The company is using the success of its partnership with FromSoftware on Elden Ring as a primary benchmark for future development standards and global marketing strategies.
  • To mitigate rising development costs, the firm is maintaining a diversified portfolio that spans from large-scale AAA blockbusters to smaller projects.
The Game BusinessNov 2025

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