Faultline was writing about the rise and rise of video games, citing now mainstream titles like Minecraft, over a decade ago. Unlike SVoDs, games do not suffer from the same type of “churn” that TV data and analytics teams pain over, with video games fostering deeper engagement through interactivity and community-driven experiences, as well as the ability to thrive on iterative monetization models. The potential of video game franchises as media powerhouses lies in their ability to evolve beyond entertainment into platforms for social interaction, education, and even virtual commerce—territories where traditional TV struggles to compete. Using Minecraft—the second best-selling video game of all time—as the blueprint, the block-building indie game was already a global phenomenon by 2014, just three…