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Gaming is the future of the world. That's what world has been saying. Mukesh Ambani recently said that gaming is the future of India. Narendra Modi is saying that gaming is the future of India. Why is all this fuss around gaming? Let's talk about this in this episode of figuring out the world needs collaboration, not competition. I'll help you and you help me. Let's grow together. I am Raj Shamani and this is figuring out though. People have been saying that the gaming industry is going to go up and it's going to be the future and it has a lot of potential in it and people are going to create their entire wealth and the world around it, maybe in it. But I want to dig deep into why this particular industry has potential to do so. Because Koibi Kuch Boldega to it doesn't matter, right? Because there are 10 people. There might be Amani saying something, there might be Bill Gates saying something, there might be 10 other people as well. So let's just talk about what are the top three reasons And I was trying to find out that why people are so, so bullish about this one industry. Why are they thinking that this is going to be the future? Why they believe that the consumption is just, just going to go up, up, up and up. Okay, So I was digging deep and one of the top three reasons which I found out are number one, gaming is designed in a way to help people release dopamine. And just because we have been using computers and then our phones and everything, like all the social medias we keep consum content, we are in constant search for dopamine release. We just want that dopamine release to happen in our body because we are addicted to it and we love it. It's good like it, it just feels good. So gaming has been designed in a way like all the games are designed in a way to release those dopamine, right? That dopamine or whatever, how you say it, it has been designed to do that. There's so much mystery, there's so much adventure, there's so much sense of achievement after the game finishes and there is so much sense of competition which pushes a human to, you know, reach to a point of the level of satisfaction once it tries again and again and again and tries to complete it. So this, this number one, the reason I believe this is this is why gaming is going to become the big thing. Because the dopamine release is high and it goes on and on and on. So that is number one. Number two is from the brand's perspective, most of the young people are involved in gaming. And as we see, most of the young people are getting hands onto new devices like iPads, computers, mobile phones, while they are still 5, 6, 7, 8. And they are getting hang of all of this. They are the primary ones who get into gaming and by the time they're 14, 15 or 18, they are all into it. They're completely mad about gaming. So that's why brand are trying to make this a culture. And once it becomes a culture, it gets so easy for brand to sell to these people who are fan of one particular game. Let's just say somebody is a huge fan of Black Ops, Call of Duty. I don't know many games to be honest. But yeah, let's just say that that particular game is hit. Then it gives brand a very good position to market their merchandise, to market their all their products to this one person who's a fan of this one game. And they are the easiest one to convince because parents are like if your teenager, like if the teenager at house, in your house is crying and being very stubborn about getting or wanting something, it gets it. The moms and the dads like they're very easy to convince and they usually get them the things which they want. So that's why they are the ones who are going to get convinced very easily. And brands can do that easily, turn their heads around and help like, you know, make them buy the stuff which the brands are trying to sell. That is number two, that's why brands are going to put a lot of money in this and try to make this a culture. Okay? And number three, brands can make their entire world and sell all their USPs and get somebody into their world and just completely wrap that person into this through just one game. It gives so much power to a brand to completely control the user once they are in their world. So there was this one person for the, there was this one game I got to know where they removed like they replaced energy with Coca Cola and the moment somebody wanted some energy, that guy or girl, whoever was in the game would go and pick up the Coca Cola and get the energy. Now imagine a kid who is 6 year old or 7 year old or 9 year old is playing this game and gets this hardwired in his or her brain that Coca Cola is when I need energy. Like I need to take Coca Cola when I need energy. All of a sudden, two years, three years later, when the person is all into the game, he knows what needs to be done. And Coca Cola has made their way. They have done their thing similarly with different kind of rappers who are trying their luck on branding and creating their own world. Different kind of brands like FMCG is doing a lot of stuff there, apparels are doing a lot of stuff there. So it gives a lot of control to a brand to make their entire world, make it a culture and replace it from the basic necessities which a human being is looking forward to. Imagine what an immense amount of power these brands are going to have. That's why brands are putting, they're going to put their a lot of money in this system. And, and that's why I believe gaming maybe can be one of the biggest industries now. What you can do, start learning about how you can develop games or if you're not into it, just start learning about how you can market your product into these games and with the help of games, how you can reach out to younger audience or you can just read and learn the trend so that you understand where the consumer behavior is shifting towards to where the consumption pattern is shifting towards and how people are reacting to new adventures, new games and how they're buying things and buy what and what are they making their culture. So it's it there's no harm even if you don't want to get into the gaming culture. Just it gives you a very good edge in your industry if you try to align and understand what is happening in that ecosystem and try to align that particular sense with your industry needs and wants. Thank you so much for staying till the end. I would really appreciate if you come back again tomorrow for the next episode of Figuring out with Raj.
In this episode of "Figuring Out," host Raj Shamani delves into why gaming is poised to become one of the biggest industries of the future. Drawing from the opinions of industry leaders and his personal insights, Raj breaks down the three main reasons behind the explosive potential of gaming, particularly focusing on its appeal to younger generations, the psychology behind its design, and its value to brands.
Timestamps: 00:25 – 02:35
"Gaming is designed in a way to help people release dopamine... We are in constant search for dopamine release." (Raj, 01:30)
"There's so much sense of achievement after the game finishes and ... so much sense of competition which pushes a human..." (Raj, 02:05)
Timestamps: 02:36 – 04:45
"Most of the young people are getting hands onto new devices like iPads, computers, mobile phones, while they are still 5, 6, 7, 8. And they are getting hang of all of this...by the time they're 14, 15 or 18, they are all into it." (Raj, 03:03)
"If the teenager at house, in your house is crying and being very stubborn about getting or wanting something, it gets it. The moms and the dads...they usually get them the things which they want." (Raj, 04:12)
Timestamps: 04:46 – 06:40
"Imagine a kid who is 6 year old or 7 year old or 9 year old is playing this game and gets this hardwired in his or her brain that Coca Cola is when I need energy." (Raj, 05:28)
"It gives so much power to a brand to completely control the user once they are in their world." (Raj, 04:57)
Timestamps: 06:41 – 07:30
"It gives you a very good edge in your industry if you try to align and understand what is happening in that ecosystem..." (Raj, 07:15)
Raj Shamani makes a compelling case for gaming as a future-defining industry, emphasizing its psychological hooks, youthful adoption, and unparalleled branding opportunities. He urges listeners to pay attention to the space—either to participate directly or to understand the shifting consumer landscape—assuring that awareness alone can offer a competitive edge.