
Insights from recent episode analysis
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Podcast Focus
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Platform Reach
Insights are generated by CastFox AI using publicly available data, episode content, and proprietary models.
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Total monthly reach
Estimated from 33 chart positions in 33 markets.
By chart position
- 🇬🇧GB · Video Games#24100K to 300K
- 🇺🇸US · Video Games#1185K to 30K
- 🇨🇦CA · Video Games#1865K to 30K
- 🇦🇺AU · Video Games#1865K to 30K
- 🇮🇳IN · Video Games#12100K to 300K
- Per-Episode Audience
Est. listeners per new episode within ~30 days
111K to 362K🎙 Daily cadence·28 episodes·Last published 1w ago - Monthly Reach
Unique listeners across all episodes (30 days)
369K to 1.2M🇬🇧25%🇮🇳25%🇰🇷8%+30 more - Active Followers
Loyal subscribers who consistently listen
147K to 483K
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Reach across major podcast platforms, updated hourly
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* Data sourced directly from platform APIs and aggregated hourly across all major podcast directories.
On the show
From 10 epsHosts
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Recent episodes
World Cup Consumer Guide (Ep. 34)
Jun 12, 2026
Unknown duration
Holy Grail, or Poison Chalice? (Ep. 33)
May 27, 2026
Unknown duration
Funding & Founding (Ep. 32)
May 20, 2026
Unknown duration
A Theory of Fun
May 13, 2026
Unknown duration
Navigating the AI Future (Ep. 30)
May 6, 2026
Unknown duration
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| Date | Episode | Topics | Guests | Brands | Places | Keywords | Sponsor | Length | |
|---|---|---|---|---|---|---|---|---|---|
| 6/12/26 | ![]() World Cup Consumer Guide (Ep. 34) | Football nerds unite! Mitch & Blake are back with a special episode on the 2026 FIFA World Cup. In this episode they provide a very opinionated "Consumer Guide" to the most watchable matches of the Group Stage of the tournament. Show Notes: Mitch's previous World Cup Consumer Guide blog on Medium AFCON final controversy (Morocco v. Senegal) Brazil v. Morocco (6/13) A- Ecuador v. Ivory Coast (6/14) B+ Netherlands v. Japan (6/14) B+ France v. Senegal (6/16) A- England v. Croatia (6/17) A- Mexico v. South Korea (6/18) B+ Argentina v. Austria (6/22) B+ Japan v. Sweden (6/25) B+ USA v. Türkiye (6/25) B+ Norway v. France (6/26) A- Uruguay v. Spain (6/26) A Colombia v. Portugal (6/27) B+ | — | ||||||
| 5/27/26 | ![]() Holy Grail, or Poison Chalice? (Ep. 33) | Mitch and Blake conclude Season 4 with a review of a new kind of games company that is getting significant attention from investors: casual game portals with integrated AI game generation engines, seeking to become a "feed" for games akin to social media platforms like TikTok or YouTube. They show how these companies sit at the intersection of several of the most significant topics the hosts discussed throughout the season: artificial intelligence, casual games at scale, threats to the games industry from the feed-based "attention drains," and the human experience of play. After discussing some key examples of this new company type, they show how this strategy is just a new spin on an old idea. They talk about the early in-browser portals like MiniClip and Kongregate 20 years ago, which got to large user scale but failed to monetize commensurate with their reach. They then discuss how some modern attempts to do similar feed/portal UGC strategies pre-AI failed to work out, and why. They theorize that the friction of re-learning game mechanics and play patterns works against the idea of a game-feed -- and how the successful user-generated content platforms like Roblox and UEFN route around that friction with constraints. They return to the new AI portals and talk about the bull and bear cases for their longer-term success. The episode, and the season, concludes with the hosts saying farewell and thanking the audience for listening. | — | ||||||
| 5/20/26 | ![]() Funding & Founding (Ep. 32) | Blake and Mitch discuss the current environment for funding games and some of the challenges and opportunities for founders in the games space. They begin with a short survey of the current venture capital environment and the difficulties presented by industry consolidation, which has taken several of the important buyers out of the market. They also look at the pivots of some of the major game-specific venture funds, and how their investment strategies are changing to meet the current moment. They turn to discussing the need to do more work, to show more proof, with less cash. They talk about the need for founders be prepared to answer questions about AI (and its implications for reducing costs). Regardless of whether AI will actually make games less expensive to create, venture capital investors will assume AI leverage in a new studio. They warn against trying to hand-wave or finesse the AI question, and instead argue for a purposeful, first-principles approach to this new, disruptive technology. Your hosts turn to a look at the history of Stardew Valley and show how it has become a shining example of an independently-developed Forever Game that reached extraordinary success in an incredibly capital-efficient manner. They talk about how Stardew Valley (and Jenova Chen's Sky) might be templates for a low-burn, long-iteration approach to making a successful Forever Game. Mitch and Blake close the episode with a look at how intellectual property has changed from marketing and customer acquisition leverage to a stand-alone value creation opportunity itself. They look at Hollywood's current obsession with games, and how some of the most successful movies in recent years have been based on game IP. They also look at the recent deals where game companies licensed their telemetry data to AI companies for training purposes, and how the new General Intuition company is using game telemetry from their previous Medal clip business to train AI models. | — | ||||||
| 5/13/26 | ![]() A Theory of Fun | Blake and Mitch discuss the possibility that games -- mainly mobile and live service games -- have concentrated on providing fun through progression and engagement mechanics rather than fun in the game experience itself. They point to signs that the market is showing signs of a backlash -- and a re-focus on fun game play -- and the potential implications of that backlash in the marketplace. They discuss a working "theory of fun" based on three core elements: mechanics that elicit emotions, elegance, and enjoyable experiences at each temporal layer of gameplay. The hosts look at examples of good and not so good design from the perspective of this theory of fun. They highlight the way Nintendo's games succeed at delivering fun. They also look at one of the best examples of progression-based fun, Royal Match, and how it "solves" a fun but repetitive gameplay pattern with various meta-game challenges and incentives. | — | ||||||
| 5/6/26 | ![]() Navigating the AI Future (Ep. 30) | Mitch and Blake offer their thoughts about how to navigate the introduction and impact of large language model AI in the video game business. They begin by discussing their opinion that AI represents a significant technological innovation with potentially profoundly disruptive implications. Beyond even a simple technology innovation, AI is likely to be a paradigm-changing event, that calls into question many of the accepted methods and ideas underlying current game production and marketing. After discussing their intentions in recording this episode -- that this is very real and very threatening to the competitive positioning of western developers -- they introduce their thesis that AI is going to hollow out the middle of the game development cost stack, and in so doing, potentially put the middle tier of games under even more pressure than it's been under lately. It will reduce the costs of prototyping, but perhaps not the overall cost of development and go-to-market. And it will cost jobs, just as every previous paradigm change in gaming has done. After a brief interlude to discuss the often ill-considered backlashes against AI from inside the games business, they finish the episode by discussing in great detail the five categories of companies and professions that they think will be outside the immediate reach of LLMs -- categories that may actually get more valuable and defensible in an AI-dominated world. | — | ||||||
| 4/29/26 | ![]() How Istanbul Won the Mobile Puzzle Wars (Ep. 29)✨ | Istanbul gaming scenemobile puzzle genre+4 | — | Peak GamesZynga+1 | TürkiyeIstanbul | Istanbulmobile games+6 | — | 1h 06m 15s | |
| 4/22/26 | ![]() The Attention Drain (Ep. 28)✨ | attention economyinteractive entertainment+3 | — | TikTokSnap+6 | — | games businessinteractive applications+3 | — | 1h 08m 25s | |
| 4/15/26 | ![]() Roblox (Ep. 27)✨ | Robloxgaming industry+4 | — | Roblox | — | Robloxgaming platform+4 | — | 1h 21m 55s | |
| 4/8/26 | ![]() 2026 Trends & Specific Predictions (Ep. 26)✨ | trendspredictions+3 | — | deadpool episode | — | trendspredictions+4 | — | 1h 09m 58s | |
| 10/15/25 | ![]() The EA "LBO" (Ep. 25)✨ | leveraged buy-outElectronic Arts+4 | — | Electronic ArtsPrivate Investment Fund of Saudi Arabia+4 | — | EALBO+6 | — | 37m 09s | |
Want analysis for the episodes below?Free for Pro Submit a request, we'll have your selected episodes analyzed within an hour. Free, at no cost to you, for Pro users. | |||||||||
| 5/21/25 | ![]() The Sum of the Parts (Ep. 24)✨ | mergers and acquisitionsgaming industry+4 | — | EAActivision+3 | — | mergersacquisitions+6 | — | 1h 09m 42s | |
| 5/14/25 | ![]() AI as a Platform (Ep. 23)✨ | AI in gamingLarge Language Models+5 | — | Quake | — | AILarge Language Models+7 | — | 52m 48s | |
| 5/7/25 | ![]() Hasbro and Lego (Ep. 22)✨ | toy companieslicensing strategies+4 | — | Baldur's Gate 3Monopoly Go+5 | — | HasbroLego+7 | — | 44m 33s | |
| 4/30/25 | ![]() The Venture Deadpool (Ep. 21)✨ | venture capitalgame development+4 | — | venture-backed games companiesventure capitalists+4 | — | venture financingpublisher money+4 | — | 1h 06m 44s | |
| 4/23/25 | ![]() China (Ep. 20)✨ | Chinese gaming markettrade war+5 | — | Chinese Communist PartyTenCent+4 | ChinaUS+1 | Chinese gaming markettrade war+5 | — | 56m 58s | |
| 4/16/25 | ![]() Valve (Ep. 19) | Mitch and Blake take an in-depth look at one of the most important companies in the global gaming business: Valve. They trace the company's origin as the developer of first-person shooter Half Life, their use of the Quake engine and the benefits Valve derived from their relationship with id, and their development and deployment of the Steam platform. They explain how Valve used content like Half Life, Counter-Strike, Team Fortress, and other games to aggregate audiences on Steam, and how they used those audiences as the bedrock of their move to platform-based publishing on Steam. They discuss the evolution of Steam and its competitive advantages as an internet business, and how Valve used those advantages to become the publisher/distributor of choice for independent PC games, and later a key distributor of games from incumbent publishers -- including the rumored launch of the PC version of the much-anticipated new Grand Theft Auto VI. Finally, they look at the Steam's success in China, how the increasing market power of Steam could pose a problem for the PC gaming business, and how Valve is attempting to leverage Steam into a hardware platform. Show Notes: GameCraft S1E2: The Fall and Rise of Publishing Aggregation Theory Valve 25th Anniversary Documentary Michael Abrash "The Fragile State of Steam in Mainland China" - gamesindustry.biz Steam Anti-Trust Litigation | — | ||||||
| 4/9/25 | ![]() The Mobile Gaming Duopoly (Ep. 18) | Mitch and Blake discuss the mobile duopoly in which Apple and Google exert extraordinary power by tying their app stores to hardware and software platforms. They warn that the inflexible and expensive distribution systems on iOS and Android could be models for future PC and console distribution systems. They briefly review the history of mobile distribution and mobile technology innovation from the late 90's to the present, and what that development meant for content on the platforms. They discuss the similarities between the JAMDAT and Scopely content portfolio strategies as responses to their very different distribution situations. They discuss in depth the often perverse incentives that are created by platform dynamics and distribution expenses, which lead to content and customer acquisition strategies that are designed to maximize return on invesment rather than quality entertainment. Blake explains the particularly dark advertising strategies of companies like Playrix that intentionally deceive users. They make the case for government regulation as perhaps the only solution to the current mobile distribution cost gouging problems, given the market power of the two duopolists, and explain why sideloading isn't a simple solution to the distribution problem. Finally, they discuss the increasing similarities between the iOS App Store and Steam, and why that is a frightening development. Show Notes: Macworld 2007 iPhone Announcement Do [Steam] Wishlists Matter Any More? | — | ||||||
| 4/2/25 | ![]() Cycles & Survival (Ep. 17) | Mitch and Blake kick off Season 3 of the podcast with a high-level look at the current moment in the video game business, critiquing both the idea that the business is cyclical and we are in a downward phase of the cycle (and the naïve notion of "survive 'till '25"), as well as the idea that the business has simply matured, suggesting we are in a new phase of low growth and consolidation. Instead, they propose a framework for thinking about the games business that argues for the continuous interplay of three innovation forces: content, distribution, and technology. They outline how each of the three forces have played out historically, and offer some examples of the discontinuous inflections that have occured along these three vectors of innovation. They also try to explain why innovation is currently stalled, and how that creates a downward spiral that affects valuations, risk-taking, and ultimately what kinds of games get made. Show Notes: Matthew Ball's state-of-the-games-business deck Joost van Dreunen's newsletter Live Service Games The Demise of Mid-Budget Cinema Sideloading apps on IOS Discord's new ad units | — | ||||||
| 3/13/24 | ![]() Artificial Intelligence (Ep. 16) | In their final episode of Season 2, Mitch and Blake take on the complex and highly speculative topic of the impact of recent improvements in artificial intelligence on the games business. Your hosts acknowledge that the sector is moving so quickly that this episode could be obsolete by the time it airs, and warn that it's difficult at this early moment to look too far into the future. Mitch offers a loose framework for thinking about AI in game production, mapping this framework to specific areas of game creation and publishing that could be effected by AI. They discuss in particular the disruption that could be caused by massively increased efficiencies in the creative pipeline, the impact on the game labor force, and how the incumbents may be more vulnerable in games than in other software spaces. Mitch tells the story of his first meeting with then-game developer Demis Hassabis (today the CEO of Google DeepMind). Mitch and Blake look at the unpleasant prospect of what behavioral analysis, population clustering, and dynamic ad personalization may mean for the dark arts of paid customer acquisition. After a look at what AI-enabled game creation might augur for distribution platforms already choked with content, they look at the bull and bear cases for game AI, and its implications for the future of the games business. | — | ||||||
| 3/6/24 | ![]() Intellectual Property (Ep. 15) | Mitch and Blake look at the ins and outs of intellectual property licensing in games. After discussing the checkered history of the practice, they look at the creative and business reasons why licensed IP continues to be valuable to game creators. After a quick look at how IP licenses actually function and what to expect from licensors, Mitch and Blake discuss IP arbitrages -- finding gems in the rough that can be licensed at lower cost but with considerable customer acquisition lift, using the examples of Tony Hawk, Kim Kardashian, and Sponge Bob. They draw an important distinction between celebrity endorsement and IP licensing. The move on to a deep dive on EA Sports, one of the great IP licensing-based businesses ever created in video games. They talk about the EA "house style" of realism based on actual teams and players, and what that meant from an IP acquisition standpoint. Mitch explains their high-priced exclusive licenses with the NFL as well as their complex clockwork licensing regime for the product formerly known as FIFA, which was so resilient it allowed them to cease licensing the master IP itself. They also talk about the sports where EA lost -- like baseball and basketball. Your hosts turn to the topic of the recently-announced Epic/Disney deal. They present their outsiders' view of Epic's IP partnership strategy, and how Epic has tried to weave media IP, celebrities/influencers, and music licensing into a massive re-engagement scheme of on-going eventfulness for their "forever game" Fortnite. This leads to a discussion of Disney's struggles in gaming and comparisons to the game strategies of their studio competitors Universal and Warner Bros. They conclude the episode with a look at outbound licensing from game IP -- so-called "transmedia." They look at some early examples, then turn to the recent break-out hits like Super Mario Brothers, Five Nights At Freddy's, The Last of Us, and Arcane. With dozens of new game projects in development in Hollywood after the success of these properties, Mitch and Blake wonder whether outbound licensing will add a new revenue stream for developers who take the risk to develop original IP. | — | ||||||
| 2/28/24 | ![]() Distribution (Ep. 14) | In perhaps their most important episode of the series, Mitch and Blake explain what they mean when they use the term "distribution" and why it is so important to their understanding of how the video games business functions. Like they did with the term "publishing" last season, they try to recontextualize distribution as a much larger and more important concept than simply moving atoms or bits into commerce. Your hosts define distribution as the myriad of systems that exist in between the developer of a game and the ultimate end-user of that game, all intended to enable access to the game. They explain how every choice of system extracts a cost, how the sum of these costs -- both monetary and non-monetary -- effects enterprise value creation, and how the colloquial notion that "distribution is a commodity" is incredibly naive. They provide many examples of how this concept actually functions in the real world of the games business, including how packaged goods distribution worked, why customer acquisition is almost always an arbitrage, and what happens when a distribution system breaks. | — | ||||||
| 2/21/24 | ![]() Going Global (Ep. 13) | Mitch and Blake discuss the massive expansion of gaming in emerging markets around the world. The begin with a discussion of the big-picture factors driving this expansion -- primarily mobile technology, but also new business models, payment systems, and demographics. They then take a closer look at the Middle East and North Africa, and how the different approaches that companies are taking in Turkey, Israel, and Saudi Arabia are making that region one of the fastest growing in the world. They contrast it with the Latin American market, which has had a longer history but which operates quite differently. They turn to Southeast Asia, why it's so interesting as a gaming market, and then discuss the explosive growth of Sea Ltd. They discuss the imporance of Singapore as a trade and banking hub, and how it's attracted investors and operators to the region. After a quick look at the Sub-Saharan African market, they discuss India, the sleeping giant of gaming markets, and why it has failed to deliver on its promise for the last several decades. Mitch shares some personal anecdotes about doing business in India, and traveling to a remote area that has become the flash point in a geo-political rivalry. They conclude with a discussion of developments in the Chinese game market since 2020, and consider why the market has stalled. They look at the impacts on economic issues and intervention by the Chinese Communist Party, and the toll that the latter has taken on China's largest domestic publishers and on the perception of the market in the West. | — | ||||||
| 2/14/24 | ![]() Independent Intervention (Ep. 12) | Mitch and Blake explore the idea of independent game development. They attempt to define "indie" in the video game context -- something that proves more difficult that it might seem on the surface. They discuss the early successful indie developers in the 90s, and examine how the technology and business innovations that revolutionized the industry in the 20th century (online distribution, new platforms, new business models) catapulted indie developers into positions of power and influence that rivaled, and even surpassed, their incumbent competitors. They discuss the new publishers like Annapurna who are curating indie games under a brand that functions as an important aspect of the go-to-market for the games they are publishing. They conclude with a look a the modern "incubation" environments where new indie developers are cutting their teeth, such as Roblox and UEFN/Fortnite Creative. | — | ||||||
| 2/7/24 | ![]() A Changing of the Guard (Ep. 11) | Mitch and Blake expand on last season's discussion of platform-based publishers by introducing a new kind of company: the game-enabling software platform. The five companies they discuss (Epic, Unity, AppLovin, Discord, and Roblox) are all pursuing customer aggregation strategies similar to the platform-based publishers, but -- with the exception of Epic, which has attributes of both a publisher and software platform -- they are doing so with enabling technologies (game engines, advertising tech, and communications software) rather than by producing content. Your hosts talk about the evolution of what had previously been considered "tools" businesses into bona fide platforms. They discuss the differences in strategy of these five companies, why they have become so valuable (a combined $80 billion in market value), and how Wall Street has responded to the three that have gone public. They discuss how these companies have established themselves as key players in the marketing and distribution of games, and what that means for the industry. | — | ||||||
| 1/31/24 | ![]() Choose Your (ad)Venture (Ep. 10) | Mitch and Blake discuss the nuances of game financing. They begin by explaining how the publishing model of advances against royalties functions, and what the expected costs and benefits are for both the developer and publisher. After a brief discussion of bootstrapping, they do a deep dive on venture capital financing for games. They reveal how venture capital firms make money, drawing a sharp contrast with how traditional game publishers make money. This leads to a conversation about the implied promises that game studios make when they take venture capital. Mitch talks about how ill-prepared he thinks most game companies are to deliver on those promises, and how willing some venture investors have been to fund studios with no obvious competitive business advantages other than their ability to make cool games. The hosts conclude with a discussion about liquidity. Mitch and Blake provide an overview of the initial public offering market for game companies over the last 20 years, and Mitch shares his experience taking a game company public. Mitch worries that most of the high-profile founders of new game studios are not prepared to be public company CEOs, and how that will affect the venture capital environment for game companies in the future. | — | ||||||
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Chart Positions
40 placements across 33 markets.
Chart Positions
40 placements across 33 markets.
