Biggest game titles are either persistent worlds, subscription based or expand over several extensions. Service thinking is a megatrend
Games developers approach their business as a project business Organizing based on processes and projects is significantly different approach
Nintendo has succeeded to position relatively simple games as functional (Wii Fit, Sports, Brain Training) and expand their market demographics significantly. Utility gaming is significantly trend: training, simulation, edugaming, exergaming, business games.
Music distribution has been revolutionized (Spotify, iTunes, Pandora, Last.fm, Pandora). Movie business is following the trend. Many sources estimate that majority of games sales in future will be DLC. When and how is still relatively open question. Marketing in media cloud is significantly different process than marketing boxed products. How do you make yourself visible among hundreds and thousands of titles?
What is virtual and what is real? This separation is insignificant. TV-games have been successfully positioned as a games in real world, digital games in various Pervasive gaming is emerging topic. Foursquare is actually popular already in US.
Ian Bogost keynote in Digra (game is a mess) inspired me to explore ontology around the games. Defining phrase game is hard. Defining a game is easier, or is it?