Matthew Ball's 2026 Report: Attention, Not Enemies

Matthew Ball report in a nutshell: TikTok, online gambling, OnlyFans, China and Roblox. (aka the usual boogeyman).
While I agree with the spirit here, I don't think TikTok / OF are "the enemy." It's more like rice vs pasta at your local store: different products competing for the same limited shelf space, attention/time.
The report basically reinforces that — people didn't stop loving games, people just have more "Friday night options" than ever.

And many of those options are designed to be ambient (scrollable, multitaskable, constant notifications). Games are usually the opposite: full presence, both hands, brain ON.
So the real question isn't "how do we beat TikTok?" It's: how do we make players yearn to come back to our game?
My take: the winners will be the teams who treat community as product, not decoration.

Community is a bandwidth problem
And YES, expanding into new markets and building real communities is always a smart move, but it's also a bandwidth problem. Localization, moderation, regional content, cultural context… that's real headcount and real budget. Not every studio can run a "one channel per region" machine without burning out.

Also: not everyone scrolling is your audience. Some people will never be your players and that's fine. But they can sit in a funnel.
The funnel
- Cold: "I've seen this game meme 67 times."
- Warm: "Okay, I get the vibe."
- Hot: "Downloaded."
The goal isn't to convert everyone. It's to convert the right people, and then give them a world and community worth sticking around for.
Full report: https://www.matthewball.co/all/presentation-the-state-of-video-gaming-in-2026