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Krishna I's avatar

Interesting take. From your article it seems like rather than following the trend of quicker sessions - games are taking the other route which is longer (at least initial) sessions.

We are yet to see Game platforms that have the "doom scrolling" systems built taking off. Take an example of Hype-Hype where players can scroll through games - play one and move on. This makes be believe there is something about the active engagement component of games that differentiates from passive consumption.

Would love to explore where and how Design for the generation exposed to such quick moving media should adapt and if at all, it has an impact on their preferences of games.

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