Inventing the Future

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"Video games will become the language of cultures": the future of the industry discussed at the National Centre RUSSIA

"Video games will become the language of cultures": the future of the industry discussed at the National Centre RUSSIA
Photo: Press Office of the National Centre RUSSIA
02.07

The gaming industry is turning into a major economic and cultural phenomenon. At the same time, the boundaries between cinema and games are becoming increasingly blurred: both fields use similar approaches — from interactivity to content personalisation tailored to audience demand. This was discussed by participants of the panel discussion "Stories in Cinema and Video Games", which was held on 7 February at the National Centre RUSSIA as part of the Open Lecture Hall "Inventing the Future: Plots and Stories". The speakers explored how cinema and video games influence one another, the role artificial intelligence plays in their development, and how games help countries tell their stories to the world.

Film director, screenwriter and producer, one of the creators of the series "Cybervillage" and the Birchpunk YouTube channel, Sergei Vasilyev, noted that video games continue the broader logic of the evolution of art, borrowing from earlier forms while adding their own dimension — interactivity: "Each new form of art inherits something from those that came before and complements it with its own experience. Theatre absorbed epic folklore, cinema integrated theatre and music. The same is happening with games: they borrow the language of cinema but add the dimension of interactivity. At the same time, there is a reverse influence — elements of interactivity are beginning to penetrate cinema as well."

Photo: Press Office of the National Centre RUSSIA

Sergei Vasilyev also focused on the role of technology and artificial intelligence in the production of audiovisual content.

"New technologies, graphics and especially artificial intelligence make it possible to produce content with far fewer resources. But AI is merely a multiplier and an accelerator. If a person lacks talent, AI will only highlight and amplify that gap. Neural networks should be seen as an assistant, not a co-author <...> In the past, cinema and television worked for a fairly broad audience, and hits were relatively universal. Today, media is becoming highly individualised, with each viewer living in their own ‘media bubble’, shaping their tastes and personal watchlists of films and series. These bubbles may hardly overlap — a person might not even know that a particular series has been released," the director noted. 

Photo: Press Office of the National Centre RUSSIA

In Sergei Vasilyev’s view, this is leading to changes in approaches to content creation. If an author or producer wants a work to enter as many of these “bubbles” as possible, they will need to develop several versions of the same story, adapting it to different audience groups. This practice already exists at the level of localisation for different countries and, according to his forecast, will intensify and extend to narrower target audiences in the future.

The CEO of Anantarupa Studios and Chair of the Standing Committee for the Development and Use of Culture of the Indonesian Chamber of Commerce and Industry (KADIN), Ivan Chen, spoke about the global economic and cultural potential of the gaming industry. He stressed that games are already influencing many related sectors.

Photo: Press Office of the National Centre RUSSIA

"Over the past five years, the video game market has surpassed the film industry market by four times, and it is expected that this figure will double again in the coming years. It is the largest export market — even twelve times more powerful than the South Korean K-pop music genre. Gaming culture captures the minds of audiences and the attention of young people — it is a massive market equal to the entire volume of Indonesia’s oil and gas sector," the expert stated.

Ivan Chen identified the key potential of games in their ability to become a tool for "big storytelling" for countries and cultures. According to him, games provide a path through which nations can tell their stories to the world, connect cultures and create social impact. Previously, the industry was concentrated in the hands of a small number of elite companies, but that phase is now coming to an end. 

Photo: Press Office of the National Centre RUSSIA

The Open Lecture Hall "Inventing the Future: Plots and Stories" is an original project of the National Centre RUSSIA that emerged within the framework of the II International Symposium "Inventing the Future". Owing to strong audience interest, the Open Lecture Hall has been developed as a standalone format. The National Centre RUSSIA invites everyone to become co-authors of our future at the III International Symposium "Inventing the Future", which will take place in November 2026 and will focus on the unity of peoples in science, culture and art.

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