The Attention Drain (Ep. 28) episode artwork

EPISODE · Apr 22, 2026 · 1H 8M

The Attention Drain (Ep. 28)

from Gamecraft

Blake and Mitch discuss the thesis that the games business is losing share of attention to non-game interactive applications. They discuss whether there is actually a defined market for interactive entertainment, and whether applications like TikTok should be considered "interactive."  They discuss and try to quantify the impact of game-like retention and engagement mechanics being adopted by such disparate applications as Snap, Duolingo, Strava, Fan Duel, Polymarket, Tinder, and OnlyFans. They conclude that it is not only a problem of "share of day" -- the hours that are being devoted to these addictive, interactive apps -- but also "share of wallet" -- the disposable income they are harvesting.  They discuss the structural change that they noticed coming out of the pandemic: that children in the pre-teen and teenage cohorts sought a different kind of pleasure in gaming during lockdown -- the pleasure of sociality. Mitch and Blake both feel that this change is endemic, and as this cohort has now aged into the key 18-34 demographic, that change is being reflected in gamer taste. They riff on some of the games and games-adjacent companies that anticipated or reacted quickly to this audience change, and reaped rewards for doing so.  They conclude by discussing how these new non-game interactive competitors are tapping into ancient human interaction patterns around things like gambling, social competition, and sex that have been part of human culture -- and important categories of human spending -- for millenia. They warn that the games business needs to react to this current attention drain as an on-going competitive threat, and learn back some of the lessons these new competitors learned from games.

NOW PLAYING

The Attention Drain (Ep. 28)

0:00 1:08:25

No transcript for this episode yet

We transcribe on demand. Request one and we'll notify you when it's ready — usually under 10 minutes.

Frequently Asked Questions

How long is this episode of Gamecraft?

This episode is 1 hour and 8 minutes long.

When was this Gamecraft episode published?

This episode was published on April 22, 2026.

What is this episode about?

Blake and Mitch discuss the thesis that the games business is losing share of attention to non-game interactive applications. They discuss whether there is actually a defined market for interactive entertainment, and whether applications like TikTok...

Can I download this Gamecraft episode?

Yes, you can download this episode by clicking the download button on the episode player, or subscribe to the podcast in your preferred podcast app for automatic downloads.
URL copied to clipboard!