Joost van Dreunen

@superjoost.bsky.social

Subscribe: superjoost.substack.com (over 14,000 subs!) Academic and entrepreneur with expertise in video games • Author of ONE UP • Advisor @ Makers Fund • Teaches @NYUStern • Hosts @UNBOXINGpod

"It’s less about someone directly ordering a business to behave in a certain way. It’s much more about how that shapes the norms of everyone who’s interacting with it. What conversations do you choose not to have? What things are you willing to sacrifice to get access to this money?”

In 2010, four of the thirteen largest game companies operated a platform: Nintendo, Sony, Microsoft, and Tencent. Fifteen years later, nine of them do. The explanation is twofold: 1. Expanding digital distribution has let platforms capture a growing share of industry spending,

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Traditional toy makers have been outperforming game publishers over the past twelve months. Hasbro and Asmodee are up 31% and +41%, respectively. Meanwhile, Konami, Capcom, Kadokawa, and Square Enix show single-digit growth or a decline.

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The cost of staying in has declined, while going out (e.g., dinner, movies) has become more expensive, according to an FT analysis. Video games have become cheaper, its data shows, which I assume is because free-to-play and mobile games have flooded the market over this period.

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The GTA 6 preview shows a significant technical upgrade to the game's visuals and gameplay mechanics. Offering a much higher fidelity and detail, with Rockstar saying the interior environments are 'hand-crafted' is a noticeable visual improvement.

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Now, a decade later, esports is both more prominent and an entirely different animal. The category has come a long way from its initially outsized valuations. Both the pandemic and the irrational exuberance around key financial moments have taken the wind out of its sails.

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Getting rid of physical discs makes perfect business sense for firms like Sony. It improves margins, reflects how consumers have been buying video game software for years, and removes several important friction points.

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Starting in November, Game Pass Ultimate buys you fifteen hours of cloud play a month, Premium gets ten, and Essential gets five. That last one works out to an average of ten minutes a day. And if you want more, Microsoft will now gladly sell it to you by the hour.

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After decades as the dominant retailer in gaming, GameStop is now clearly exiting the market. Video game sales, as part of GameStop’s total revenue, have been declining for years. It tells you everything you need to know about the next generation of console gaming. Link in the comments.

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Promoting the new is great, but what if people prefer to buy the old? In the first half of 2026, Steam generated $11.1 billion in revenue, up $1.41 billion from the previous year. Yet none of that growth came from new releases.

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