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Genre gap
Supply versus demand across game genres: the experiences measured in each genre against the live players they command. Genre is classified from each game’s own name and description. High players per game means demand is concentrated on few titles — an opening. All measured, never estimated; it fills in as the classifier works.
Genres with at least three classified games. Bars show average live players per game (demand concentration); the counts show total supply and total demand. Only group-owned experiences are measured here.