A fireside chat with games industry legends
summary
Historical hits and hard numbers: Unity powers cross‑platform production, Rovio’s Angry Birds tops over a billion downloads, and China already dwarfs other markets. AR/VR is viable but slow — useful consumer quality emerges in roughly 3–5 years. Education is framed as a $6.3T market with a practical target of capturing 10% (~$300B) via gamified products; one classroom study of Big Bang Legends shows kids learn "three quarks in a proton" after a 50‑minute session. Practical advice: start with experience, localize for China, use real tools like the Unity engine.
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chapters (16)
- 0:00Introduction
- 1:50Angry Birds to education
- 3:53Unity’s impact
- 5:17Tipping points in gaming
- 9:54Mobile gaming’s future
- 12:00China’s games dominance
- 15:52VR’s progress
- 19:50AR gaming wave
- 22:19Nintendo Labo
- 24:46Games and education
- 29:00Games industry’s crossover with film
- 33:56AI in gaming
- 37:29Messenger games trends
- 38:11Blockchain in gaming
- 39:16eSports rise
- 42:05Biggest threats facing the games industry
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40mThe shape of the games industry
41mWhat will Inspire the Next Big Thing in Games?
17mThe future of gaming and global trends
20mState of the Game: Multi-talent Panel pt.1
