Last updated on September 8th, 2018
Definitions and labels get confused when we describe technologies that enable social experience, and it’s particularly evident in the way we’re talking about Microsoft ’s $2.5 billion purchase of Minecraft. It’s not really a game, per se — players don’t really compete against one another in any formal way — but, rather, a community of like-minded individuals who often collaborate on accomplishing tasks or sharing experiences. The user audience skews younger vs. older.