Netflix comes for the competitive socializing market

The following is from Bob Cooney's INSIDE VR enewsletter, which provides excellent coverage of the location-based VR industry (subscribe HERE).

Last week, Netflix announced the launch of new social games on its streaming platform targeting people who want to play social games together in their living rooms. As if getting people off their couch wasn't hard enough already (for LBEs).

Their initial launch slate includes these five popular games:

  • LEGO® Party!
  • Boggle Party
  • Pictionary: Game Night
  • Tetris Time Warp
  • Party Crashers: Fool Your Friend

Players just need a smartphone with the Netflix app installed. When a game is launched on the TV, everyone scans the QR code on the screen to turn their phone into a controller. It's about as low-friction an experience as you can get. And the F&B is already in the fridge.

Our commentary

As Bob points out next in the article, there is an emerging “living room family” trend in which families gather to spend time together in their homes, rather than alone in their rooms. (See last month's eNewsletter for more about living room families.) Netflix's social games certainly offer family members new at-home options for a shared play experience. However, it doesn't really compete with social gaming venues. Yes, the fridge is in the next room, but it really can't compete with what the social gaming venues offer. These venues offer trend-forward, foodie-worthy, globally inspired food and beverages, which are a significant draw, often accounting for the majority of revenue. (see our articles on social gaming HERE and HERE).

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