Paul Lawrence and Nitin Nohria, the authors of Driven, posited that there are 4 core human drives that have a profound influence on our decision making. These are the desire to acquire, to bond, to learn and to defend.
The book misses another core human drive that is also integral in how we make choices every day, namely the desire to feel. This core human drive relates to the desire to feel emotions such as pleasure, excitement and anticipation. It relates to the craving for an intense emotional experience through some action or activity, such as; watching movies, supporting your favourite sports team or playing games.
When a group of people have an unmet need to one or more of these core human drives, a market will form to fill that vacuum. As a result, this inherent desire to feel has resulted in the entertainment sector growing to extraordinary heights over the last few decades, particularly as technology advanced and the world has become increasingly globalised. According to PwC, the global entertainment industry market cap reached a staggering $1.8 trillion in 2017. By 2020, it is forecasted that the sector will reach $2.2 trillion!
Entertainment is a form of activity that aims to capture and retain the interest of an audience satisfying the core human drive to feel, usually giving pleasure or delight.
Entertainment is an inherent element of human life that has evolved over time, particularly as societies perception of what gives them pleasure or delight has changed. Take gladiators fighting as an example. This bloody battle to the death, generally speaking, would not be considered an entertainment activity in society today. Due to social conventions, this would not be publicly acceptable to be considered as an activity to provide pleasure or delight. Instead, our society has developed a new type of gladiators with a fair set of rules, in the form of boxers and MMA fighters, not resulting in death (usually!).
Various new forms of entertainment have emerged over the years often broadly stemming from a previous form. This can be attributed to the core elements that are required to be considered a mainstream entertainment activity remaining the same. These core elements pertain to the entertainment activity providing excitement, engagement and being adopted by society.
An example of variations of entertainment activities emerging from previous forms can be seen in the proliferation of sports. Presently, there are over 8000 forms of sports globally, with around 440 being Internationally recognised. Even less have become spectator sports due to lack of adoption. Once societal adoption occurs for a sport, monetisation generally follows. Unsurprisingly, the greater the adoption –?the greater the monetisation potential.
Over the last few decades we have witnessed first-hand the evolution of activities considered as entertainment. It is almost a given that every single individual reading this will be able to recall at least one activity that they used to partake in for entertainment which have become virtually extinct within the present ecosystem. During the last few decades, we have seen this rate of change increase considerably.
Towards the end of the 20th Century, a new activity began to establish itself as a mainstream activity on a global scale, particularly as technology and internet connectivity developed further. The global phenomenon that is the electronic gaming industry, despite its relative infancy, has seen an explosive growth rate of the market, particularly in the last decade.
This year, the industry will generate a colossal $135 billion in revenue, with approximately 2.3 billion gamers worldwide. The gaming industry is the largest entertainment vertical in the world (larger than the film and music industries combined!).
Playing electronic games is definitely a mainstream entertainment activity with one in three individuals on the planet adopting gaming on an electronic device, in some form.
In the last decade, we have seen this ‘video game’ industry breed a spectating competitive element to the activity. Electronic sports or esports is a natural segment that has arisen from the rising flames of the gaming industry. When considering the size of the gaming market and the inherent competitive nature of humans, this seems a fitting entertainment activity to sprout out and have huge success.
We have decided to utilise the Tron Protocol as the platform to develop our ecosystem around. Considering Tron intends to disrupt the entertainment industry, it makes sense for us to utilise Tron.
What made the decision easier was the sheer speed and low costs of real time transactions. We look forward to helping nourish and disrupt the competitive gaming industry, whilst also bringing the market to the Tron ecosystem – benefitting all Tronics!
We are an endemic fit within the Tron Ecosystem and are truly humbled by the support received by the community.
Thanks for reading ! Much more info to come over the next few days on the run up to the 1B Airdrop!
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