I'll be interested in seeing how academic critics and historians trace video game trends against broader cultural contexts. Like, you see all sorts of discourse about how movies in, say, the 80s reflect certain anxieties and the zeitgeist. I haven't seen a lot of work in games the same way, like, "there was a trend of games about so-and-so in these years, because of the housing crisis" or whatever. Bad example, but you get me.
I'll be interested in this too, but here's the kicker(s):
1) Games are still a young medium in the grand scheme of things. This kind of academic work for films took decades to slowly build momentum, and even longer for TV. It took the better part of a century for attitudes regarding TV to even be taken as a serious medium and not as a slum where the talentless/obscure toil when they can't make it in film. The kinds of cultural shifts that have to happen within the general population takes generations to accomplish, and we're still at the very beginning of this.
2) Related - the cultural shifts that has to happen for these kinds of things to take foothold in the popular zeitgeist, historically needs to be buttressed by lots of industry propaganda, which just isn't going to happen with video games anytime soon. Consider the pomp and circumstance surrounding film awards, and the various film industry institutions that are decades/centuries old that support the artistic view of those mediums. We just don't have that infrastructure with games, and even if we did it would take a long-ass time for those things to earn respect among the general public. The closest thing we have are very nakedly/transparent commercials that spend approximately 10x the amount of their time advertising new products to people as they do celebrating the award nominees, as well as being laughably decided by an unqualified popular vote.
3) And without broad popular support, or industry patronage, formal academic study will be stunted for the foreseeable future. The film studies programs at universities for example - those are generously funded by wealthy alumni and major studios all over Southern California. Tons of industry money gets put into those things because that industry and the people in them see the value in funding them. And we just don't have that kind of infrastructure set up for video games. And a big part of that is also because:
4) The attitudes of the general public towards games just haven't really evolved that much in the last several decades. Even if more people play games than ever, and we're getting to the point where the majority of our society grew up playing them and respect them more as a valid source of entertainment. It's still just seen as that - entertainment. Look at how juvenile and simple the discourse surrounding games are on average in the public spaces compared to just about every other medium. The general public just isn't even remotely interested in a deeper, more academic discussion of games as an artistic experience. And without demand, there won't be a rush to generate a supply.
5) And even if you set all of that aside, there are other hurdles that academic study of games will face that other artistic mediums won't have that will complicate any discussion of the medium in an artistic sense. There is a deeply rooted cultural expectation, stretching back to antiquity and beyond, that art is generally seen as the product of a singular creative mind. And while we know that is not the case, especially in modern media, it doesn't stop everyone from continually framing it as such. Directors in film, or showrunners in TV get an outsized creative emphasis/credit for their respective mediums. But outside of a few rare examples, the productions of games are such an inherently collaborate medium that it's almost impossible to attribute an overall vision to a singular auteur. And if the general public can't really associate a singular face/identity to the creative side of things, it's going to be a large hurdle for the general public to be able to associate artistic intent with the medium.
6) And speaking of hurdles, going back to the idea I'm quoting here about games being analyzed through their cultural context - games already have a harder time doing that, and the public is going to have a harder time seeing those connections when the development timelines of modern games have ballooned to truly ridiculous scales. Take Final Fantasy XVI for example. Production on that game began in 2015(!!!). That's an 8 year timetable for its development! The world changed a whole helluva lot in that time. One of the stated primary inspirations from the developers for the story was Game of Thrones. When you look back at that timetable, that makes a lot of sense - 2015 was the height of the zeitgeist of that TV show. But in between then, and when the game finally came out in 2023, that show ended, and in an infamous way that really soured the public on the experience. FF16 came out 4 years
after that. So the appeal of a "Final Fantasy in the vein of Game of Thrones" was over a whole presidential term of office out of date by that point. So for a lot of games, even if they're capturing a cultural moment in history, they're very often capturing that moment way after the fact and might be completely irrelevant by the time they actually hit the public.
So yeah. It'll be interesting to see how things go, but I'm not going to hold my breath because I personally foresee a very long road for the discourse surrounding games to evolve and mature to the point where we can really begin taking it seriously. There's a lot of hurdles in their path that historically have taken other mediums decades to get past where we are with games into something recognizable as being something we can take seriously. And that's before you get to the evolving nature of capitalism in modern society - where the social contract between the public and private industry has been completely obliterated. Businesses used to have to at least pretend to need to contribute to society/the growth of culture/humanity, and thus keep up appearances of being good stewards of our collective culture. That idea has been unceremoniously taken out back and murdered on the alter of quarterly profits. There's zero incentives now for the titans of industry to even pretend they're working in our best interests or are furthering the cultural progression of our societies. Their money is better spent on crass wealth extraction methods like loot boxes/DLC, or dividends/stock buybacks, rather than trying to convince the public they're culturally enriching society.
TL;DR - it's gonna take some time.