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For those of you who don’t know, I LOVE video games.
It all started with Crash Bandicoot on the PlayStation 1 when I was around 5 or 6 years old. From that moment on, I was hooked.
What began as a childhood hobby, quickly grew into a lifelong fascination with a medium that so beautifully blends stunning visuals, immersive sound, gripping story, and endless fun into one artistic product.
Back then, gaming was still in its awkward teenage phase. Most parents didn’t really know what to make of it.
Was it harmless fun? Was it dangerous? Was it bringing your child closer to the devil? Who's to say.
Still, these concerns are understandable given that some games can be pretty violent, profane, and long enough to compete with the time it takes you to queue at Home Affairs.
If I were a parent without any context, I’d also be wary of this new, strange, time-devouring hobby.
In our house, my folks were open-minded enough to allow it; but within boundaries.
We had strict rules on the types of games we could play, and on how long we were allowed to play them.
Also, unless the game could run on the family PC, you wouldn’t be able play it at all. Gaming consoles weren’t going to be bought just to encourage a hobby that might get in the way of homework, sports and sunshine.
Still, despite this, my love for games only grew.
Recently though, my attention has shifted slightly. Not away from gaming, but toward something I never thought I’d care about: the business side of gaming.
In today’s age, you can actually listen to the CEOs of these game companies talk about their ‘products’, and the numbers that surround them.
And let me tell you, the gaming industry is no longer a niche hobby, it’s a massive sales, entertainment and cultural titan that’s becoming impossible to ignore.
According to Strauss Zelnick, CEO of Take-Two Interactive (and all-round fascinating business and leadership character with strong perspectives about AI in the creative field)
‘The interactive entertainment industry actually generates more revenue than the music, TV and feature film industry combined.’
Suuuuuuure. Of course I didn’t believe it at first, but when I started looking at the numbers, it all started to add up.
Here’s an example of a title that stood out in particular:
Grand Theft Auto (one of my faves), developed by Rockstar Games and published by Take-Two Interactive, has continuously been topping charts since its inception in the late-90s.
Some numbers:
To put that into perspective:

Staggering, isn’t it?
These numbers aren’t even exclusive to GTA either. When you start looking at online multiplayers like Fortnite and Call of Duty, you’ll start seeing that these ‘silly’ video games can quickly gross 3x more than the highest-grossing films, TV shows, and music releases combined.
In 2026, Rockstar Games plans to release their next instalment Grand Theft Auto 6, a full 13 years after GTA V, and it is anticipated to be the largest entertainment product release in history!
So keep your eyes on that Take-Two Interactive stock 👀
It’s been pretty surreal seeing how far the industry has come since booting up Crash on that PS1 a million years ago. It’s wild to think that the same medium once dismissed and ignored, now stands at the top of global entertainment.
As someone who grew up a little bit shy about loving video games, falling into this rabbit hole has been both eye-opening and strangely validating.
If you’re into any specific games at the moment, please share them with me. I’m always on the lookout for something new 🙌

Writing-out and assembling my reflections into story-formatted pieces to share with strangers on the internet, in the hopes that they may benefit from them, seems to bring me great joy.
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