Giant screens promote gaming as a social activity

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Gaming for social engagement has been a part of the hobby since it began, including things like multiplayer gaming and game streaming. Both are ways of sharing the experience with others. In a panel at GamesBeat Summit Next 2022 called “New Ways to Experience Gaming on the Big Screen,” several panelists discussed the importance of big screens for gaming as a social activity.

The panelists clarified that “big screens” can mean a big TV in a room or a huge screen in a larger social setting. Chris Early, Ubisoft’s senior vice president of strategic partnerships and business development, noted that they (Ubisoft) made games for the former and had big social engagements with the latter. “We’ve done the ‘big screen’ with Just Dance, and we had 1,000 people dancing in one city, and we’ve also done the 10-foot experience for many years.”

Andrea Cutright, director of global marketing for Prime Gaming and game growth at Amazon Games, clarified that it’s more of a “The Big Screen” concept. She added: “I think big screens are getting more and more involved in social media that can happen outside of your own living room.”

Mike Lucero, Samsung’s director of gaming product management, said a big screen exposes the game to public viewing. “When you play on a big screen (versus a small screen where you are less exposed), the fact that there is public exposure has a huge impact on the way you play and your interaction with the game.

Games on all screens

The three panelists also discussed the use of screens as ways to get games to users faster. All three companies have streaming or streaming-friendly services: Prime Gaming, Ubisoft+, and Samsung’s Gaming Hub.

Early said that bringing games to more screens helps expose users to as many games as possible. “Facilitating that access helps expand the number of people who can play.” Lucero added: “All of us touch on streaming games and the difference in player patterns when you don’t have to download them. That changes the way you think about games.”

Cutright added that thinking about “screens” was more about thinking about the players using them and how to improve their experiences. “The more we can unlock that, really put the player at the center, that content, that experience, that controller, that device. How much more free can we do all these things? If we can think beyond the experiences we’ve had in the last five or ten years, the environment will open up more.”

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