Post-Industrial Playful Media

15 theses on attention, participation and patronage.

Act I: The Turn

  1. The industrial era of games is over.

    Not decline but a turning. Empires are dying. Costs are rising, growth is flat and playtime is consolidating around a few evergreen titles. Breakouts are rarer. The tools are democratising and the industry is deprofessionalising. Everything. Everywhere. All at once.

  2. Distribution is infinite. Attention is scarce.

    The great inversion. The industrial problem was getting onto the shelf. Now it's getting into someone's day. The hours haven't changed, but the things competing for them have multiplied beyond comprehension. Every assumption built on scarce distribution is now wrong.

  3. The middle of the road is dead on arrival.

    Attention and money pull to the edges: Hollywood, Art House, Garage and Pop. The top 20% of players account for about 60% of playtime and 73% of spend (Bain, 2026). The middle is too big for word of mouth and too square for the punks. Pick your territory.

  4. Everything is a games platform.

    Wordle every day. Duolingo streaks. Dopamine simulators. Interactive movie trailers. Strava heatmaps. Every smart surface has learned that play captures attention and keeps it. That makes everywhere a distribution channel with an attention arbitrage opportunity.

  5. Attention is your banker.

    Games aren't always the business. Sometimes they're the engagement engine. The question isn't "can this make money?" but "whose ecosystem does this make more valuable?" Selling product, feeding a platform or becoming someone else's collateral: know which.

Act II: The Shape

  1. Games are dissolving into amusements.

    The opposite of work is not games. It's play. Amusements are the bigger category: personalised, contextual, participatory playthings across media, software, commerce, sport and culture. A sports-fan daily format isn't competing with EA Sports FC. It's competing with Wordle, TikTok and Polymarket.

  2. Slop is what high-status incumbents call low-status leisure.

    From the inside it's texture, companionship, drama and play. The incumbent mistake is arguing about taste while the audience votes with its time. Empty calories still compete for appetite.

  3. Participation is the product.

    The atomic unit of value has shifted from the finished game to active participation. Play is one form. So are watching, clipping, predicting, collecting, remixing, backing and belonging. The question isn't "how do we get people to play?" but "how do we get them to take part, at every level of intensity?"

  4. Every plaything is an attention engine.

    Attention is finite. Engagement isn't. The engine turns attention into participation, participation into identity and identity into patronage. Passers-by become regulars, regulars become fans and fans become superfans. Most games don't have a content problem. They have an attention problem. It leaks before it deepens.

  5. Feel is the floor. Status is the moat.

    How it feels decides whether anyone stays past the first touch. Depth decides whether they come back. Play: a core loop that makes the first interaction worthwhile. Progress: a reason to return. Participate: identity, expression and recognition, in the game and around it. People don't just play. They signal.

  6. IP is an API.

    The world is the durable asset; the product is a footprint inside it. Open it up so fans, partners and agents can build on it. The Sex Pistols, Cindy Sherman, the Italian Brainrot multiverse. Find your tribe. Build your world. Open the API.

Act III: The Practice

  1. People, ideas, machines - in that order.

    The machines got cheap, so they're no longer the differentiator. Making is a solved problem; the scarce thing is not output. What wins is upstream: who it's for, what you can imagine and how you decide what to make. Cheaper machines just spin the loop faster.

  2. The audience is evidence.

    Usage is oxygen for ideas, and there's none in the workshop. Maker mode lies, so trust what people do over what they say. Fire bullets before cannonballs. "Playable thing for a popular thing" works because someone else has already tested the world.

  3. Orchestration beats authorship.

    Create the conditions, not the thing. Fewer cathedrals, more chaos containers. Less products, more probes. The work is gardening, not steering: water enough things at once that the garden doesn't revert to lawn.

  4. Culture and collateral beat commodities.

    Create both, not always at once but always as part of the same strategy. The thing isn't always the thing, and the customer isn't always the customer. Capture value directly through punk patronage: mementos, memberships, status, access. Money becomes meaningful when it expresses belief.