
Why Video Games Are the Most Important Cultural Form of the Century
October 15, 2025 · Frisian News
Video games have surpassed film and music as the dominant form of cultural expression, generating more revenue and engagement than any other medium. Their rise reflects a fundamental shift in how people consume stories, solve problems, and build communities.
A teenager in Stockholm spent hours last week solving puzzles in a game made by a small independent team. She paid nothing. The developers earned money through a store that sold cosmetic items, not gameplay advantages. This scene, replicated millions of times daily across the planet, shows how games function as both art and commerce in ways that older media cannot match. Games generate more money yearly than film and music combined. That money flows to creators of wildly different sizes and types, from one-person studios to massive corporations.
Film told stories to audiences sitting in theaters or on couches. Games let people live inside stories, fail, learn, and try again. This shift from passive watching to active doing changes what stories can say and how they shape people. A game about grief forces the player to grieve. A game about poverty makes the player make impossible choices. No film achieves this with the same force because film viewers remain outside the action. Games collapse that distance. Players build the world in their mind while the computer builds it on screen, and the two meet in real time.
Critics who dismiss games as violent toys miss the full range of what the medium produces. Games explore mathematics, architecture, philosophy, and the mundane details of running a farm or a shop. Some games have no combat at all. Others tell nothing but stories. The form contains multitudes, and it grows faster than institutions can understand. Universities scramble to build game design programs. Publishers push for game adaptations because they know where cultural relevance lives now. That relevance belongs to the medium itself, not to any single work within it.
The power of games also lies in how they build communities without gatekeepers. A person in rural Kenya and one in Copenhagen can play together, speak, plan, and create inside the same space. They need no television network or radio station or film studio to mediate their interaction. This bypasses the old cultural machinery, which is why traditional media institutions treat games with a mix of envy and suspicion. Games let ordinary people become creators in ways that film and music still restrict.
Yet games also face real problems. Exploitation of developers, addiction mechanics designed into products, and the concentration of power in a few corporate hands all threaten the form's future. The question is not whether games matter as culture, but whether the people who make and play them can keep control of that culture. That answer depends on choices made in the next few years, not on the medium's importance, which is already settled.
Published October 15, 2025 · Frisian News