2020年度报告

Games were a lifeline in 2020

This was a year when quarantine brought new players to gaming, while games of the highest quality were launched

For the gaming industry, this terrible pandemic has been “a catalyst”, proof that “gaming is mass-market entertainment and it’s here to stay. Some people will appreciate it more, some less, but now they see it as entertainment as valid as Netflix or cinema or anything else.”

These were the words of Marcin Iwinski when I spoke to him about his new game Cyberpunk 2077. While his game has faced some criticisms, his analysis is spot-on: 2020 has been a watershed year for gaming.

When the pandemic hit, all outdoor entertainment disappeared overnight. Galleries closed, festivals were cancelled and film production was shuttered. But game development continued apace, and quarantine brought curious new players in their droves who found solace in fantasy worlds from the onslaught of bad news. Covid-19 did not create gaming’s surge in popularity and cultural legitimacy — this was already happening — but it certainly accelerated the process.

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