>But as the cost of something falls, people consume more of it. That’s a law in economics. This is no different.
I don't know such a law, but it's simply false.
People have 2 finite budgets they can allocate to entertainment, time and money.
In many ways money is not the limiting factor anymore since people have Steam lists with hundreds of unplayed games and the abundance of Free2Play. The main factor it not to have a saleable product, it is to manage to get in in front of enough eyes, with all marketplaces already being saturated and ads being useless unless you have a very high budget.
I'm a bit worried that it will devaluate indie productions even further because of an over-abundance of AI generated content, further elevating industry production that can afford really competent artists that you can't even start to replace.
I'd draw some parallels to the rise of advertising as well. For most people, the culture industry as entered at "post-scarcity" phase, and the consumption of mass-art is now gated more by eyeballs and less by actual production. The only (reasonable) way to increase eyeballs is through advertisement, paying 3rd parties to force consumers to see (part of) your art.
Yep. I have been gaming on native elf/linux (no msft grade proton plz) for a decade, and when we talked about time, it is a bit more complex: based on the type of game, it depends also on your state of mind (tired, motivated, etc). Games are "demanding", as it is not passively watching some content. I cannot play a game of dota2 if I am too tired (namely the adrenaline won't compensate enough), and you will need a break from it once in a while, if not burnt out for good.
Namely, it is more than time alone, it is "that right time" and there is much, much less of it.
I don't know such a law, but it's simply false. People have 2 finite budgets they can allocate to entertainment, time and money. In many ways money is not the limiting factor anymore since people have Steam lists with hundreds of unplayed games and the abundance of Free2Play. The main factor it not to have a saleable product, it is to manage to get in in front of enough eyes, with all marketplaces already being saturated and ads being useless unless you have a very high budget.
I'm a bit worried that it will devaluate indie productions even further because of an over-abundance of AI generated content, further elevating industry production that can afford really competent artists that you can't even start to replace.