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GamesBeat Insider Series: Hollywood & Games — December 11, 2025

A look at GamesBeat Insider Series: Hollywood & Games, the Dec. 11, 2025 conference on game adaptations, licensing, marketing, culture and AI.
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GamesBeat Insider Series: Hollywood & Games was a half-day industry conference held December 11, 2025, at the Clive Davis Theater in the Grammy Museum at LA Live in downtown Los Angeles. Its program focused on how games, film, television, music and technology intersect—from adapting stories across formats to licensing, marketing and AI. GamesBeat said the event was not affiliated with The Game Awards, which also took place nearby that day.

Event details

  • Date: December 11, 2025.
  • Venue: Clive Davis Theater, Grammy Museum at LA Live, downtown Los Angeles.
  • Published hours: 8 a.m. to 1 p.m. Pacific, with breakfast and check-in before sessions.
  • Theme: “CTRL Hollywood: Powering the Next Entertainment Revolution.”
  • Format and audience: A half-day conference for industry conversations, dealmaking and networking—not a consumer gaming showcase.

GamesBeat’s event announcement explicitly stated that the conference was not affiliated with The Game Awards. Xsolla included it among its Los Angeles programming during The Game Awards week, but that does not make it part of the awards event. GamesBeat’s event announcement and Xsolla’s announcement describe the event and its schedule.

What the conference covered

The agenda treated the games-and-entertainment relationship as a two-way exchange: entertainment properties can become games, while games and game worlds can be developed for screen formats. It also looked at the business and technology that shape those projects.

Worldbuilding and adaptations

A cross-platform worldbuilding session was scheduled with Bad Robot Games’ David Baronoff and writer Halley Gross, moderated by Justin Berenbaum. Its focus was how interdisciplinary teams can build story universes across games and screen adaptations. Other agenda topics included entertainment IP in games and episodic adaptations of game properties.

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Licensing, brands and revenue

Sessions addressed how brands and entertainment properties appear inside games, how activations are measured, and the rights, funding and production considerations involved in licensed-IP projects. Agenda examples included activations in Fortnite, Roblox, Minecraft and ARK: Survival Ascended. These listings describe subjects of discussion; they do not establish commercial results for the featured games or campaigns.

Marketing, culture and creators

The program considered how music, fashion, creators and wider pop culture can influence game marketing and player engagement. The underlying idea was that game audiences encounter entertainment brands across more than one medium, and that marketing strategies increasingly reflect those overlapping cultural spaces.

AI and technology

AI’s effects on Hollywood and games, along with interactive formats and game technology, appeared in the event framing and agenda. The conference presented these as areas of opportunity and challenge rather than reporting a measured outcome or a settled industry consensus.

Specific properties and business discussions

Agenda subjects included MONOPOLY GO! and television storytelling based on game properties. The listed participants across the announcement and agenda included Glen Schofield, Genies CEO Akash Nigam, CAA’s Derek Douglas, Xsolla’s Berkley Egenes and Justin Berenbaum, Skydance/Paramount’s Kara Bilkiss, and representatives of Scopely, Hasbro and Ubisoft Film & Television. The official GamesBeat agenda is the reference for exact session-level speaker attribution.

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What the agenda says about the games-and-Hollywood relationship

  • Adaptation goes both ways. The program considered entertainment properties moving into games as well as games moving toward television and other screen formats.
  • Creative work and business decisions are linked. Worldbuilding and storytelling appeared alongside rights, funding, production and commercial strategy.
  • Games are also marketing environments. Brand activations and measurement were explicit topics, with several major game platforms named as examples.
  • Technology and culture were part of the same conversation. AI and interactive formats sat alongside music, fashion, creators and pop culture.

These are conclusions about the conference’s stated agenda, not proof that any particular adaptation, activation or business strategy succeeded.

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What is—and is not—established about the event’s impact

The available event descriptions establish its date, venue, format and planned topics, but do not provide independently measured attendance, deal counts or business outcomes. Promotional audience or speaker totals displayed on an event site should not be treated as verified results without a dated source explaining how those figures were counted. The sources also do not establish that recordings are currently available.

GamesBeat editorial director Dean Takahashi described it in promotional language as “The only industry gathering where Hollywood meets games — and deals get made.” That is the organizer’s characterization, not an independently verified claim of uniqueness. Xsolla’s announcement identified its presenting partnership with GamesBeat; its broader role in games commerce does not, by itself, establish an outcome for this particular conference.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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