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FRISIAN NEWS

Nijs fan de Wrâld  ·  World News  ·  Frisian Perspective

Why Video Games Are the Most Important Cultural Form of the Century
Culture

Wêrom Videogames de Wichtichste Kulturele Foarm fan Dizze Iuw Binne

October 15, 2025 · Frisian News

Video games have surpassed film and music as the dominant form of cultural expression, generating more revenue and engagement than any other medium. Their rise reflects a fundamental shift in how people consume stories, solve problems, and build communities.

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In teenager yn Stockholm bestege foarige wike fjirtich oere oan it oplossen fan puzzels yn in spul makke troch tolve minsken yn Montreal. Se betelle neat. De ûntwikkelders fertsjinnen jild troch in winkel dy't kosmetyske items ferkocht, net gameplay-foardielen. Dizze sêne, miljoenen kearen deis op de hiele planeet werhelle, lit sjen hoe spullen funksjonearje as sawol keunst as hannel op manieren dy't âldere media net evenearje kinne. Spullen generearje jierliks 180 miljard dollar, mear as film en muzyk tegearre. Dat jild stroomt nei makkers fan hiel ferskillende grutten en typen, fan ienpersoansateliers oant massale bedriuwen.

Film fertelde ferhalen oan taskôgers dy't yn bioskopen of op banken sieten. Spullen litte minsken yn ferhalen libje, mislearje, leare en nochris besykje. Dizze ferskowing fan passyf sjen nei aktief dwaan feroaret wat ferhalen sizze kinne en hoe sy minsken foarmje. In spul oer fertriet twingt de spiler om fertrietlik te wêzen. In spul oer earmoed twingt de spiler om ûnmooglike karren te meitsjen. Gjin film berikt dit mei deselde krêft om't filmsjoggers bûten de aksje bliuwe. Spullen lûke dy ôfstân ticht. Spilers bouwe de wrâld yn harren holle wylst de kompjûter dy op it skerm bout, en de twa moetsje inoar yn real time.

Kritisy dy't spullen ôfdogge as gewelddiedige speelguodtsjes misse it folsleine berik fan wat it medium fuortbringt. Spullen ferkenne wiskunde, arsjitektuer, filosofy en deistige details fan it behearjen fan in pleats of winkel. Guon spullen hawwe hielendal gjin gefjocht. Oaren fertelle allinne ferhalen. De foarm befettet ferskaat en groeit flugger as ynstellingen begripe kinne. Universiteiten stride om programma's foar spulûntwerp op te bouwen. Útjouwers dringe oan op speladaptaasjes om't sy witte wêr't kulturele relevânsje no libbet. Dy relevânsje heart ta it medium sels, net ta ien inkeld wurk dêryn.

De krêft fan spullen leit ek yn hoe sy mienskippen bouwe sûnder poartwachters. In persoan yn plattelâns Kenia en ien yn Kopenhagen kinne tegearre spylje, prate, plannen en kreëarje yn deselde romte. Sy hawwe gjin televyzjestjoerder, radiostation of filmstudio nedich om harren ynteraksje te bemiddeljen. Dit giet de âlde kulturele apparatuer foarby, wêrtroch tradisjonele media-ynstellingen spullen mei in mingsel fan nid en wantrouwen behannelje. Spullen litte gewoane minsken op manieren skepper wurde dy't film en muzyk noch altyd beheinen.

Dochs kampen spullen ek mei echte problemen. Eksploitaasje fan ûntwikkelders, meganismen fan ferslaving dy't yn produkten ynboud binne, en konsintraasje fan macht yn inkele bedriuwshânnen bedriigje de takomst fan de foarm. De fraach is net oft spullen wichtich binne as kultuer, mar oft de minsken dy't dêroan meitsje en spylje dy kultuer behâlde kinne. Dit antwurd hinget ôf fan karren dy't de kommende jierren makke wurde, net fan it belang fan it medium, dat al fêststiet.

English

A teenager in Stockholm spent forty hours last week solving puzzles in a game made by twelve people in Montreal. She paid nothing. The developers earned money through a store that sold cosmetic items, not gameplay advantages. This scene, replicated millions of times daily across the planet, shows how games function as both art and commerce in ways that older media cannot match. Games generate 180 billion dollars yearly, more than film and music combined. That money flows to creators of wildly different sizes and types, from one-person studios to massive corporations.

Film told stories to audiences sitting in theaters or on couches. Games let people live inside stories, fail, learn, and try again. This shift from passive watching to active doing changes what stories can say and how they shape people. A game about grief forces the player to grieve. A game about poverty makes the player make impossible choices. No film achieves this with the same force because film viewers remain outside the action. Games collapse that distance. Players build the world in their mind while the computer builds it on screen, and the two meet in real time.

Critics who dismiss games as violent toys miss the full range of what the medium produces. Games explore mathematics, architecture, philosophy, and the mundane details of running a farm or a shop. Some games have no combat at all. Others tell nothing but stories. The form contains multitudes, and it grows faster than institutions can understand. Universities scramble to build game design programs. Publishers push for game adaptations because they know where cultural relevance lives now. That relevance belongs to the medium itself, not to any single work within it.

The power of games also lies in how they build communities without gatekeepers. A person in rural Kenya and one in Copenhagen can play together, speak, plan, and create inside the same space. They need no television network or radio station or film studio to mediate their interaction. This bypasses the old cultural machinery, which is why traditional media institutions treat games with a mix of envy and suspicion. Games let ordinary people become creators in ways that film and music still restrict.

Yet games also face real problems. Exploitation of developers, addiction mechanics designed into products, and the concentration of power in a few corporate hands all threaten the form's future. The question is not whether games matter as culture, but whether the people who make and play them can keep control of that culture. That answer depends on choices made in the next few years, not on the medium's importance, which is already settled.


Published October 15, 2025 · Frisian News · Ljouwert, Fryslân