Media & Entertainment

All 17 Media & Entertainment posts we have indexed from venture capital blogs and newsletters, plus the highest-scoring pieces of the past year and the people who write about it most.

Best of the past year
  • McKenzie Lock, Netflix's former GM of Product, Operations & Creative, explains how she led a 300-person org through an AI overhaul by starting with human outcomes—not AI capabilities—and building buy-in from skeptical creative teams through transparent workflows, concrete "today vs. tomorrow" scenarios, and shared accountability across product, tech, ops, and creative functions.

  • Mattel Wants Studios to Pitch the Uncomfortable Deconstructor of Fun · 31 Aug 2026

    Mattel's head of digital gaming reveals how studios win IP licenses: pitch the unexpected, not the obvious. The company rewards creative risk alongside polish, targets specific audience cohorts, and values dormant IP arbitrage over marquee brands.

  • Sensor Tower's inaugural ad monetization report ($12B across 19 countries) underestimates the true market size and reveals that ads now represent 13–23% of mobile game revenues—a primary revenue engine, not a side system. The real opportunity lies in IAA-first hybrid games that monetize attention without cannibalizing their core ad loop.

  • How Playtika's best game became its biggest headache Deconstructor of Fun · 24 Sept 2026

    Playtika's acquisition of SuperPlay and its breakout hit Disney Solitaire created a paradox: the game is phenomenally successful but generates accounting losses, threatening debt servicing and forcing owners to choose between selling the studio to Tencent or keeping their growth engine.

  • Why None of Us Saw Cyberpunk Coming Apart Deconstructor of Fun · 14 Sept 2026

    CD Projekt Red's Cyberpunk 2077 disaster wasn't driven by public market pressure but by remote work that fragmented visibility across a complex pipeline—a waterfall process where no one saw the whole picture. The studio's recovery, transmedia strategy, and structural culture offer lessons on franchise building and the risks of scaling.

  • Simulation marketing The Sociology of Business · 10 Sept 2026

    As AI-generated content erodes baseline trust in all media, marketing is bifurcating into two paths: Stealth Acceleration (viral manipulation, astroturfing, cheap reach) and Intentional Slowdown (analog formats, IRL events, long-form content, localized trust). Anthropic's cultured brand positioning via intimate dinners and print outperforms OpenAI's incoherent influencer trips, signaling a shift away from social media scale toward offline credibility.

  • Everyone is Reading Lonesome Dove Not Boring · 8 Sept 2026

    LLMs are driving a cultural phenomenon around Larry McMurtry's 1985 novel Lonesome Dove by consistently recommending it to users, creating a shared reading experience across a fragmented media landscape and suggesting AI tools may become a distribution channel for canonical older works.

  • Tech hiring is shifting from skills-first to experience-first as AI creates new roles where the needed skillset hasn't yet been defined; simultaneously, YouTube is cannibalizing Netflix's audience, cybersecurity threats are accelerating (zero-day exploit time compressed to ~1 day), and AI infrastructure buildout is generating 300,000+ construction jobs.

Who writes about Media & Entertainment

Deconstructor of Fun (6) · The Sociology of Business (4) · A16Z (4) · BIG by Matt Stoller (2) · Sequoia (2) · Not Boring (1) · Feld Thoughts (1) · Newcomer (1) · First Round Review (1) · A Wealth of Common Sense (1)

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