![Insert coin](https://www.economist.com/cdn-cgi/image/width=1424,quality=80,format=auto/media-assets/image/20230325_SRR_SQ.jpg)
Video games
Insert coin
As video games move from teenage distraction to universal pastime they are following the same path as other mass media, says Tom Wainwright
- Insert coin: Ready, player four billion: the rise of video games
- Distribution: Battles over streaming break out for video games
- Mouse, keyboard, action: Moviemaking and gamemaking are converging
- Spectator sports: The rise and rise of e-sports
- Censorship: Complexities of moderating and classifying video games
- Geopolitics: Video games, power and diplomacy
- User-generated content: The rise of user-created video games
- The future: How digital gaming spreads far and wide
![](https://www.economist.com/cdn-cgi/image/width=1424,quality=80,format=auto/media-assets/image/20230325_SRD001.jpg)
Insert coin
Ready, player four billion: the rise of video games
As video games move from teenage distraction to universal pastime they are following the path of other mass media, says Tom Wainwright
![](https://www.economist.com/cdn-cgi/image/width=1424,quality=80,format=auto/content-assets/images/20230325_SRD002.jpg)
Distribution
Battles over streaming break out for video games
Streaming subscriptions have revolutionised music and television. What will they do to games?
![](https://www.economist.com/cdn-cgi/image/width=1424,quality=80,format=auto/content-assets/images/20230325_SRD003.jpg)
Mouse, keyboard, action
Moviemaking and gamemaking are converging
But game developers have a better business model than Hollywood
![](https://www.economist.com/cdn-cgi/image/width=1424,quality=80,format=auto/media-assets/image/20230325_SRD005.jpg)
Censorship
Complexities of moderating and classifying video games
Classification borrowed from the film industry is adapting to resemble that of social media
![](https://www.economist.com/cdn-cgi/image/width=1424,quality=80,format=auto/media-assets/image/20230325_SRD006.jpg)
Geopolitics
Video games, power and diplomacy
Gaming is a growing source of soft power, influence—and perhaps espionage
![](https://www.economist.com/cdn-cgi/image/width=1424,quality=80,format=auto/media-assets/image/20230325_SRD007.jpg)
User-generated content
The rise of user-created video games
Do-it-yourself games are taking off just as DIY video did
![](https://www.economist.com/cdn-cgi/image/width=1424,quality=80,format=auto/content-assets/images/20230325_SRD008.jpg)
The future
How digital gaming spreads far and wide
Video games are becoming platforms for more than play
Previous report
![Frontline Formosa](https://www.economist.com/cdn-cgi/image/width=1424,quality=80,format=auto/media-assets/image/20230311_SRR_SQ.jpg)
Taiwan
Frontline Formosa
Taiwan’s fate will, ultimately, be decided by the battle-readiness of its people, says Alice Su
- Taiwan: Taiwan is a vital island that is under serious threat
- The past: How Taiwan is shaped by its history and identity
- The economy: It is time to divert Taiwan’s trade and investment from China
- Semiconductors: Taiwan’s dominance of the chip industry makes it more important
- The home front: The battle with China is psychological as much as physical
- Defence: Taiwan needs a new defence strategy to deal with China
- Politics: Taiwanese politics faces a crucial election in early 2024
- What Taiwan needs: Taiwan desperately needs support from the world