The Prof G Pod with Scott Galloway
The Prof G Pod with Scott Galloway

State of Play: The Video Game Industry — with Joost van Dreunen

In this special episode of The Prof G Pod’s Office Hours, we speak with Joost van Dreunen, a professor at NYU Stern, and the author of One Up: Creativity, Competition, and the Global Business of Video Games. Joost breaks down the state of play in the video game industry, including the major players

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Joost Van Druen Guest

Topics Discussed

Episode Summary

Executive Summary: The episode examines the video game industry’s post-pandemic cooldown after a major surge in demand, shifting power toward platforms, and growing consolidation. Joost van Dreunen argues that legacy publishers are becoming more risk-averse, regulators are struggling with mega-mergers like Microsoft-Activision, and global geopolitics—especially China and Saudi Arabia—are reshaping who owns gaming’s future. He sees Nintendo, Sony, Apple, Google, and Tencent as better positioned than overleveraged European consolidators.

Main Topics: Post-pandemic normalization of gaming (Priority: 5/5): Gaming demand surged during COVID as people spent more time online, but the industry has since cooled materially, with market caps falling and growth normalizing across platforms. Shift in power from publishers to platform holders (Priority: 5/5): Over the last decade, market power has moved toward companies like Apple, Sony, Microsoft, and Google, which increasingly control access, distribution, and monetization. Risk aversion and IP-led content strategy (Priority: 5/5): Major publishers are leaning into sequels, franchises, and acquired IP because marketing, distribution, and discovery costs are high and uncertainty is being avoided. Microsoft-Activision and regulatory complexity (Priority: 4/5): The Activision acquisition became a test case for competition policy, with regulators focused on Call of Duty and broader concerns about opaque, inconsistent merger review processes. Global competition and geopolitics in gaming (Priority: 5/5): Tencent and NetEase are huge but constrained in China, while Saudi capital via the PIF is becoming a major force in Western gaming, changing the industry’s center of gravity. VR, Web3, and the search for the next platform (Priority: 4/5): Van Dreunen is skeptical of current VR hardware and critical of crypto/NFT experiments, but sees potential if major game companies apply the technologies more thoughtfully. Winners and losers in the next phase (Priority: 5/5): Nintendo, Sony, and platform giants look strong, while overextended European consolidators like Embracer may struggle under debt and integration pressure.

Key Arguments: The pandemic created a one-time demand shock that temporarily lifted gaming, but the industry has since reverted toward a more normal growth trajectory. Most of the economic power in gaming is increasingly concentrated in platform holders, not just in game creators, because platforms control distribution and monetization rules. Legacy publishers are becoming more conservative because rising marketing and discovery costs make original IP riskier than sequels and proven franchises. The Microsoft-Activision deal shows how regulators can over-focus on one asset like Call of Duty while losing sight of the broader market structure. The regulatory process for mega-deals is too opaque and needs simplification so large transactions can be assessed more transparently and consistently. Chinese companies are under-discussed in Western gaming debates despite being among the largest global players; China’s domestic restrictions also push these firms to globalize. Saudi capital is already reshaping ownership patterns in gaming, and the industry may increasingly follow the money just as it did with China. VR has repeatedly disappointed because hardware has outpaced useful content and practical consumer use cases. Web3 and blockchain have legitimate gaming use cases, but most current efforts suffer from poor design and the wrong incentives. Nintendo and Sony are favored because they combine strong IP with broader ecosystem opportunities beyond core gaming, while heavily acquisitive European firms may be overextended.

Data Points: Global gaming industry size: $300 billion - Used to illustrate how large gaming has become relative to film and other entertainment sectors. North American game makers market cap change in early pandemic: Up about 35% - Market cap rose during the first year of COVID before later reversing. North American game makers market cap since early 2020: Dropped to about half of what it was at the beginning of 2020 - Shows the post-pandemic cooldown in public market valuations. Tencent annual gaming revenue: $33 billion globally per year - Cited as the largest game company in the world. Epic Fortnite revenue: $5 billion a year - Used to show Fortnite’s scale and importance to Epic’s business model. Hogwarts Legacy sales: 15 million copies sold - Example of successful, low-risk, IP-driven game publishing. Hogwarts Legacy revenue: $1 billion in sales - Example of how proven IP converts into blockbuster revenue. PlayStation/Xbox generation: Ninth generation of hardware - Refers to the PS5 and Xbox Series X/S cycle launched during the pandemic. Apple Vision Pro price cited in discussion: $15,000 a family forward - Speaker’s rhetorical example highlighting perceived impracticality of current VR devices. PIF ownership: Largest non-domestic shareholder in Nintendo - Shows Saudi sovereign wealth’s growing influence in gaming. Embracer market cap: About $11 billion - Described as the largest European game publisher by market cap. Embracer studio count: About 250 studios and subsidiaries - Illustrates the scale of its acquisition spree. Super Mario movie box office: Billion-dollar box office success - Used to underscore Nintendo’s transmedia strength. Nexon valuation: $10 billion company in Korea - Mentioned as a major Asian gaming firm exploring blockchain transitions. CCP blockchain funding: $40 million raised - Used as an example of a long-standing studio experimenting with blockchain gaming.

Pivotal Quotes: "The industry overall has cooled a little bit, at the same time, I think it's now a mainstream form of entertainment and has cemented its position in a sort of broader cultural sense." — Joost Van Druen: On the post-pandemic state of gaming and its long-term cultural legitimacy. "What you see is this return to just consolidation and holding on to IP-based strategies." — Joost Van Druen: On why publishers are favoring sequels, franchises, and acquisitions over original risk-taking. "The idea that you would have some sublayer of super fans... I think that there is a case to be made for that. But so far, most of the intentions behind it seem to have been funded by people in finance as opposed to game makers." — Joost Van Druen: On the promise and flaws of Web3/blockchain in gaming.

Implications: Gaming is maturing into a global, platform-dominated media industry shaped by IP, regulation, and geopolitics. Expect more consolidation, fewer original bets from legacy publishers, and stronger positions for firms with deep franchises, ecosystem control, and flexible capital.

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