Evidence receipt / evaluation
Published · transcript-backedBen Gilbert: evaluation
26 Apr 2023 Acquired Benchmark’s Mitch Lasky and Blake Robbins on The Art of Business in Gaming
“I think one of my big takeaways from Gamecraft is that gaming is not for teenage boys.”
Source trail
Everything needed to verify it.
- Speaker
- Ben Gilbert
- Attribution
- Verified speaker
- Claim type
- evaluation
- Recorded
- 26 Apr 2023
- Publisher
- Acquired
Transcript context
…Yeah. Primarily, PC publishers. That said, no, I had no real idea of what the impact was because I thought I was making games for myself and other nerds like me. The notion of casual gaming hadn't really hit its stride yet. I think one of my big takeaways from Gamecraft is that gaming is not for teenage boys. Gaming is an innately human activity that now we see in full bore. I flew down here this morning from Seattle, and the amount of Candy Crush going on around me on the plane. Gaming is a human activity. During the era you're describing, it really hadn't fully permeated yet, absent maybe Snake on some early mobile phones. Not even. If you think about it, probably 1996 was Barbie's fashion designer and some Hasbro games like Yahtzee, The Game of Life, and other things like that, that they basically did very lame digital versions of. That was the beginning of the casual game revolution, really. It happened very quickly. Those titles did incredibly well, but the mainstream video game industry always viewed them, and frankly, to this day, still views a lot of what's happening in the casual game industry. It's not like the real games business. As we know, because we now know what the numbers look like, it's most of the video game business. Probably more than 50% of the video game business these days would be considered casual gaming by 1990 standards. It's interesting because those people who are playing Candy Crush still might not even identify as gamers.…
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