Video games become a source of intellectual property for cinema and streaming
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Olhar Digital
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Video games become a source of intellectual property for cinema and streaming

Historically, the relationship between video games and cinema was marked by adaptations that did not always please enthusiasts. In the past, films were adapted into games to boost releases, and game characters appeared in cinema productions that often failed to capture their special essence.

This landscape has undergone a significant change. Titles such as Super Mario Bros. Movie, The Last of Us, Arcane, Fallout, and Minecraft Movie prove that video games have established themselves as one of the primary sources of intellectual property (IP) for cinema and streaming platforms. The focus has shifted from merely adaptation to exploring universes capable of attracting audiences across various formats.

Commercial success reinforces this interest. Super Mario Bros. Movie surpassed the $1.3 billion global box office mark, and Minecraft Movie earned around $960 million, placing these works among the biggest recent Hollywood successes.

However, there is a deeper question: why do some IPs manage to transition across different media, while others do not achieve the expected success?

One of the central reasons for this transformation lies in generational change. People who grew up playing video games are now also consumers of cinema and streaming, work in the audiovisual industry, and often participate in decisions about which projects receive investment. Video games have stopped being perceived solely as children's entertainment, assuming a prominent role in popular culture.

For film studios and streaming platforms, this represents a clear market opportunity. An established game franchise brings with it recognizable characters, defined universes, and, crucially, an engaged fan base. While this does not guarantee success, it reduces the uncertainty inherent in presenting a completely new story to the public.

Another relevant aspect is the advancement of production technologies. Digital tools, animation, and visual effects have made it possible to represent worlds that would previously have been excessively costly or complex to replicate.

However, it is vital to distinguish between adapting a game and merely using its brand for promotional purposes. When a game IP migrates to audiovisual media, it carries with it a community, a visual identity, and a pre-existing universe for the audience. Conversely, cinema and streaming offer something of great value to games: the chance to reach individuals who have never handled a controller.

It is possible that someone discovers The Last of Us through the HBO series before knowing the Naughty Dog games. Similarly, a child might watch the Mario movie without having played any Nintendo titles. This movement establishes a virtuous cycle of intellectual property appreciation: the game strengthens the audiovisual production, and this, in turn, expands brand recognition, potentially generating interest in the games.

This phenomenon is known as transmedia, where an IP develops across multiple media, leveraging the specificities of each one.

There is a frequently neglected challenge: each medium has its own language. Based on its trajectory in the gaming industry, the author described two contrasting projects. In Swan Princess Hidden Tales, based on The Fairytale Princess franchise, the challenge was converting a cinema-created IP into an interactive experience. It was not enough to replicate scenarios and characters; one had to understand the franchise's audience, respect its identity, and create mechanics coherent with that universe.

Years later, the inverse process was experienced with Starlit Toons, an animated series inspired by the Starlit game universe. In the games, the characters already possessed visual identity, personality, and functions linked to game mechanics. However, an animated series demands distinct elements: narrative, conflicts, interpersonal relationships, and plot development.

A character might be effective in a game simply by possessing a fun ability, but this is insufficient on television. They must be capable of sustaining a story and captivating the viewer. These experiences reinforced the notion that adapting an IP does not mean copying the original product, but rather preserving its essence while building an experience appropriate for the new medium.

In the industry, there is the concept of 'deck appeal,' which refers to an IP's ability to spark interest in potential partners, investors, or producers. Although there is no single formula, certain components help identify a brand's potential in different formats.

The first is the presence of easily recognizable characters or symbols, such as Mario's silhouette or Pikachu, recognizable even by those who have never played Pokémon. The second is the presentation of a world with its own rules, like the visual and functional logic of the Minecraft universe. The third is the central action, the IP's 'verb': jumping in Mario, catching and training in Pokémon, or building and exploring in Minecraft. The fourth element is emotional identity, as the IP must evoke something recognizable, whether humor, adventure, nostalgia, or suspense. Finally, there is the capacity for expansion, meaning whether the universe allows for new stories, products, or experiences without losing its identity.

Minecraft serves as a notable example. Its universe, composed essentially of blocks, does not require a mandatory linear narrative, and its protagonist does not have a rigidly defined personality. Despite this, Minecraft has become a highly recognized brand in entertainment. The secret lies in the combination of a distinct visual identity, a world with its own rules, and a powerful central action: building.

LEGO follows a similar path. Its initial product is a building toy, but its versatility has allowed for the creation of games, movies, and series representing almost any universe. Transformers and Cars illustrate another path: objects that acquire personality, emotions, and conflicts, transforming into characters capable of sustaining narratives.

Tetris presents a unique case. Being essentially a pure mechanic, without traditional characters or narrative universe, its 2023 Apple TV film focused on the history behind the game's commercialization, rather than turning falling blocks into adventures. This proves that an IP does not need to start with a grand story to reach audiovisual media, but to do so, a character is essential for telling a narrative.

Despite the sector's enthusiasm, IP adaptation remains a risky endeavor. A common mistake is assuming that mere brand recognition guarantees success. Using famous characters without understanding what made them popular can lead to productions unpleasant for both original fans and the new audience.

Ignoring the fan community is another problem. Followers have expectations regarding characters, worlds, and behaviors. Although an adaptation does not need to be faithful to every detail, any changes must be logically consistent with the proposal.

There are also commercial obstacles, such as licensing rights, exclusivity, platforms, and timelines, which require a well-defined structure. A poorly planned strategy can prevent an IP from capitalizing on crucial expansion opportunities.

For independent developers, especially in Brazil, this discussion is relevant. Not every studio should turn its game into a TV series, but considering the IP's identity, characters, and universe from the beginning can increase its future commercial chances. A game can be the starting point for a much larger brand.

For a long time, developers focused primarily on mechanics, platforms, and business models. However, the growing convergence between games, cinema, and streaming introduces a new dimension: a game's value can transcend the game itself. This does not imply that every project must be a transmedia franchise; many of the best games thrive by exploring unique characteristics that other media cannot replicate.

The essential thing is to understand that a robust IP can open doors in various markets, provided there is a cohesive expansion strategy. Perhaps the most important question for anyone developing a game today is not just about sales potential, but whether, removing the gameplay, there remains a universe, a character, or an idea that people would want to follow. This answer defines whether one is creating just a game or the next great entertainment intellectual property.

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Study points to association between video games and improvement in children's cognitive skills
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olhardigital.com.br

Study points to association between video games and improvement in children's cognitive skills

Video games are frequently the subject of debates related to screen time, behavior, and child development. However, scientific research investigates whether the act of playing can aid the brain in the learning process.

Researchers from the University of Vermont, located in the United States, discovered a correlation between the habit of playing video games and performance in certain cognitive abilities, such as impulse control and working memory.

This study was published in the scientific journal JAMA Network Open and analyzed data collected from nearly two thousand nine and ten-year-old children participating in the Adolescent Brain Cognitive Development (ABCD Study), which is supported by the U.S. National Institutes of Health (NIH).

The findings demonstrated that children who dedicated three hours or more daily to video games achieved superior results in some cognitive tests compared to those who did not play.

However, scientists emphasize that these results do not establish that video games are the direct cause of the observed differences.

To conduct the investigation, specialists divided participants into two groups: those who did not play video games and those who reported playing at least three hours a day. Participants were subjected to tasks designed to measure two crucial aptitudes.

It was observed that children who played video games responded more quickly and accurately in both assessment tests. Furthermore, researchers employed functional magnetic resonance imaging (fMRI) to monitor brain activity while the tasks were performed.

The MRI results revealed disparities in brain areas linked to information processing, attention, and memory.

One possible explanation raised is that games require constant use of these skills, as players need to make decisions, follow events, and retain information during matches.

It is important to note that the study did not differentiate between various types of games, making it impossible to determine which modalities provide the greatest cognitive benefits.

Despite the positive results in cognitive tests, it was found that children who played three hours or more also showed notably higher scores on indicators of depressive symptoms, attention problems, and signs associated with Attention Deficit Hyperactivity Disorder (ADHD).

The researchers clarified that these scores did not reach levels considered clinically relevant in the studied groups.

Another relevant aspect is that the research only recorded associations at a specific point in time, without tracking the development of these skills over time. This prevents knowing whether video games improved cognitive performance or if children with certain skills already had a greater affinity for games.

The authors themselves warned that the findings do not justify unlimited video game use.

The research suggests that the act of playing may be linked to essential cognitive skills for learning, particularly impulse control and working memory. However, good performance in these tests does not automatically imply better academic achievement; the study did not show improvements in grades, literacy, or other metrics of academic success.

Factors such as sleep quality, physical exercise, family environment, and time spent on other activities must also be taken into account.

Scientists indicate that the next step involves following these children through adolescence and early adulthood, investigating the relationship between gaming habits and brain and behavioral changes.

In summary, science indicates that video games can integrate cognitively stimulating experiences, but their effects depend on variables that still require greater understanding. The challenge lies in understanding how, to what extent, and under what circumstances video games can contribute to development, going beyond the simple question of being good or bad.

Legal restrictions prevent American libraries from offering remote access to old games
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olhardigital.com.br

Legal restrictions prevent American libraries from offering remote access to old games

Many users imagine that libraries could be the ideal solution for accessing old video games, such as a title released in 1995, especially when these games are not available in digital stores and can only be found in physical formats sold by collectors. However, this possibility runs into complex issues of copyright and the preservation of video game history.

In October 2024, the U.S. Copyright Office denied a proposal submitted by the Video Game History Foundation (VGHF) and the Software Preservation Network. This proposal aimed to allow libraries and archives to offer remote access to certain old games for research purposes.

Although the decision did not veto the lending of physical copies of the games, it maintained restrictions on making digital versions available online. In the United States, copyright law imposes limits on the distribution and reproduction of protected works, and while cultural institutions have exceptions for preservation, remote access for research raises other legal implications.

The Entertainment Software Association (ESA), which represents major industry companies such as Nintendo, Sony, and Microsoft, spoke out against the suggestion. According to the association, remote access could lead to the preserved games being used for entertainment purposes, exceeding the scope of research and potentially harming future commercial re-releases. The deciding body concluded that there was insufficient justification to expand the legal exception.

The challenge lies in the fact that much of these games can no longer be officially purchased. A study conducted by VGHF in 2023 revealed that about 87% of games released in the United States before 2010 are commercially unavailable, forcing thousands of titles to rely on collectors, obsolete equipment, and specialized institutions to remain accessible.

Despite the barriers, conservation efforts continue to progress. In February 2025, the Video Game History Foundation launched a free digital library, which initially contained over 30 thousand cataloged files and approximately 1,500 digitized old magazines. This collection covers historical documents, promotional materials, and internal industry records, including content related to FromSoftware, E3, and the Myst franchise.

However, the availability of documents about video games differs from allowing the public to play the preserved titles. While companies have the ability to re-release old games through remasters and collections, many others remain inaccessible due to licensing, technical, or commercial issues. For preservation bodies, this represents a risk to video game memory, as games function as historical documents demonstrating the evolution of technology, narrative, and interactive design.

Thus, the debate transcends the mere free offering of games; it is about ensuring that researchers and future generations can study fundamental works in the construction of the industry. A library can hold a 1995 game, but it cannot simply make its digital version available for remote access in the United States until there are changes in current regulations, causing part of video game history to remain dependent on preservation initiatives and the existence of hardware capable of running extinct titles.

How Streaming Companies Calculate Profit from Series and Films
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super.abril.com.br

How Streaming Companies Calculate Profit from Series and Films

Information on exactly how profit is calculated from series and films in streaming companies is not publicly available. The Strima Association, which represents sector companies in Brazil, informed the publication Super that it does not disclose details of the calculation methodology, as each company uses its own approach.

The streaming business model differs from traditional cinema and television broadcasting. When a studio releases a film in cinemas, revenue comes from box office receipts, and then from digital rentals and sales of screening rights (for streaming services, TV channels, airlines). It is considered that investments have paid off if the film generates two to three times more than its budget. In addition to production costs, studios must account for marketing expenses, as well as the percentage of the ticket price retained by cinemas and distributors.

In the case of television, money is generated through advertising, subscriptions (for cable TV), and the sale of content to other broadcasters. During prime time, when series with the largest audience are shown, the cost of an advertisement is higher.

Although some streaming platforms have started implementing advertising in recent years, most of the revenue still comes from subscriptions. Therefore, the creation of an attractive catalog for customers is more important than the individual success of one production.

However, a hit like 'Stranger Things' attracts significantly more subscribers than an obscure series. This raises the question: how to measure its contribution to the platform's revenue? Most data on streaming service audiences is confidential. Netflix, being the market leader, publishes such information most openly. The company releases semi-annual reports (which will become annual starting in 2027) on productions that have garnered at least 100 thousand views.

The number of views is determined by dividing the total hours of viewing by the duration of the film or series. For example, in the report for January-June 2026, the fifth season of 'Stranger Things', released in 2025 and lasting 10 hours and 24 minutes, accumulated 578.4 million viewing hours. Thus, 55.6 million views were registered in the first half of this year.

Nevertheless, these figures do not allow one to understand what net profit the Netflix series itself brought. To do this, one must consider the full company efficiency assessment methodology, which remains secret. Nevertheless, there are some clues. In 2021, a Bloomberg report gained access to internal Netflix documents and discovered a metric called AVS (adjusted view share), which assesses not only the absolute number of views but also their quality. New customers or those who use streaming less frequently are considered more valuable because it indicates that certain programs motivate them not to cancel their subscription.

For instance, the first season of 'Squid Game' reached an AVS of 353—which, according to the document, brought the company an amount 42 times greater than its budget ($21.4 million compared to $900 million). The report states: 'An AVS above 9 or 10 is already considered high.' However, it is unknown what specific data is taken into account in such a calculation. AVS continues to be used as an internal metric at Netflix, and each streaming service has its own way of assessing the return on a production.

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