Platforms and Streaming

Why Video Games are Becoming a Major Player in the Video Content Industry

The industry side of games and video: how esports tournaments are covered, why publishers make trailers and video, and what this means for studios and media.

On this page
  1. Games as a source of video
  2. Esports tournaments and coverage
  3. Trailers and marketing video
  4. Publisher-produced video and channels
  5. Films, series and cross-media
  6. What it means for the wider industry
  7. What is established and what is uncertain
  8. What to take from it

Games as a source of video

Video games are interactive software, but they produce a great deal of video: trailers, tournament broadcasts, developer diaries, gameplay recordings, animated cinematics and live shows. Companies that make and publish games have therefore become producers of video in their own right, working alongside creators and media organisations.

This article takes the industry view. The audience side, meaning why people watch others play and how channels build communities, is covered in the article on game streaming, and the equipment side is covered under streaming setup. Here the focus is on tournaments, trailers and what publishers do with video.

Esports tournaments and coverage

Esports means organised competitive gaming. Events range from small online contests to large live productions with commentators, analysts and studio shows. Their coverage resembles traditional sports broadcasting in many ways:

  • Commentary and analysis. Casters describe the action, and analysts explain tactics.
  • Multiple views. Production teams switch between players’ screens, spectator views and cameras on the competitors.
  • Replays and statistics. Graphics show scores, positions and past results.
  • Pre- and post-event content. Interviews, previews and highlight videos extend the life of an event.

There are also differences. Many esports events are watched mainly online. The game itself provides unusual camera possibilities, since a game can be observed from almost any angle. Rules, formats and leagues vary by game, and organisers may be the publishers, independent companies or both. Because viewers need to understand what is happening on screen, production often invests heavily in making complex action readable.

How large esports audiences are, and how profitable the events are, differs by title and region, and reliable figures are not given here. Revenue sources commonly mentioned include sponsorship, advertising, media rights and ticketed live events, parallel to other sports, though the balance varies.

Trailers and marketing video

Game trailers are among the best-known forms of game video. They serve several purposes: announcing a project, showing off its look, promoting a release and keeping interest alive between updates. Typical types include:

  • Announcement trailers, often cinematic and focused on mood.
  • Gameplay trailers, which show actual play or footage meant to represent it.
  • Launch and update trailers, which promote releases and new content.
  • Behind-the-scenes videos, in which developers explain how something was made.

Viewers learn to read trailers critically. Some trailers use pre-rendered cinematics that do not reflect actual play, and others show early versions that change before release. Labels and context help, but a trailer is still advertising. This is similar to the way other industries use product demonstrations and branded content to sell.

Publisher-produced video and channels

Many publishers and studios run their own video channels, featuring announcements, developer interviews, tutorials, patch notes, live showcases and community events. This gives them a direct line to players without relying solely on press coverage.

Common practices include:

  • Live showcases. Companies stream announcements at scheduled times, a form of event broadcast.
  • Working with creators. Publishers may send early access or sponsor creators to play their games, which relates to influencer partnerships and sponsorship disclosures. Rules on disclosing paid promotion vary by country.
  • Policies for gameplay footage. Publishers typically have terms about what players may record, stream and monetize. These vary widely and can change, so creators need to check them.
  • Community content. Fan edits, guides and highlight reels extend the reach of a game at little cost to the publisher.

The relationship has a delicate side. Publishers benefit from free promotion by creators, while creators depend on the publisher’s permission, a tension related to video copyright and fair use.

Films, series and cross-media

Games increasingly feed other media. Studios have adapted game stories into television series and films, and game worlds host concerts and events, though results are mixed and success is hard to predict. Moving in the other direction, film and music companies use games to reach younger audiences. Whether this trend will continue or slow depends on individual projects.

Cinematic sequences within games also draw on film techniques: camera language, lighting, voice acting and music. Skills overlap with other video work, and some game video, such as machinima made using in-game cameras, serves as an entry point for new filmmakers.

What it means for the wider industry

For media companies, games compete for time and attention with television, film and social video. For video platforms, game content is a reliable source of regular viewing, which is one reason they build features for it. For advertisers, esports and game channels offer ways to reach particular audiences, a subject touched on in guides to video advertising.

There are challenges as well. Production costs are high, audiences can be fragmented across many titles, and the shelf life of a game’s popularity is unpredictable. Intellectual property is also complicated: a game involves developers, publishers, musicians and sometimes licensed brands, each with rights.

What is established and what is uncertain

Established: game companies produce substantial amounts of video; tournaments are broadcast with sports-like production; trailers are central to marketing.

Uncertain: the long-term size and profitability of esports, how publisher policies on streamers will evolve, and whether game-to-screen adaptations will keep their momentum.

What to take from it

Games have become a part of the video industry because they generate stories, spectacle and communities that people want to watch, and because companies learned to publish video directly. For readers, the practical point is to treat trailers as marketing, to read creator and publisher terms carefully, and to see esports coverage as a distinct production craft rather than simple screen recording.

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