The pandemic changed everything about how we spend free time. What started as temporary solutions became permanent habits. Three years later, the tech-savvy crowd has built entirely new routines around digital entertainment.
The shift wasn’t just about staying home. It was about discovering what actually works when you can’t rely on old defaults. Some trends stuck around because they’re genuinely better. Others filled gaps nobody knew existed.
Streaming Wars Got Personal
Major platforms like Netflix and Disney+ dominate the headlines, but niche services are where geeks actually spend their time now. Crunchyroll hit 13 million subscribers in 2024. Shudder carved out a dedicated horror fanbase. Nebula grew its creator-owned model to over 650,000 paying members.
The real change is how people watch. Solo binging is out. Watch parties through Discord or Teleparty became standard practice. Even Twitch evolved beyond live streams into a social hub where communities gather around shared interests.
Recommendation algorithms got smarter, but they also got more personal. Smaller platforms win by knowing their audience. You don’t need 10,000 titles when 500 are exactly what your subscribers want.
Meta Quest 3 launched at $499 in late 2023. PlayStation VR2 followed in early 2024. Suddenly VR wasn’t a $1,000 gamble anymore. Sales doubled year-over-year, crossing 30 million active headsets worldwide by mid-2024.
The breakthrough wasn’t just price. It was content that justified the hardware. VR fitness apps like Supernatural and FitXR pulled in users who never touched traditional exercise programs. Virtual workspaces through Horizon Workrooms and Immersed gave remote workers actual reasons to strap on a headset during the day.
Social VR spaces like VRChat and Rec Room saw explosive growth. These aren’t just hangout spots. They’re communities with economies, events, and cultures. Some users spend more time in VR social spaces than on traditional social media.
Digital Hobbies Went Mainstream
Creative digital hobbies exploded when people had time to learn new skills. Blender tutorials on YouTube hit billions of views. Procreate sales on iPad surged past 35 million copies. Digital art stopped being niche and became accessible.
Online learning platforms saw permanent gains. Udemy reported 64 million learners by 2024. Coursera passed 148 million registered users. The difference from pre-pandemic numbers? People actually finish courses now. Completion rates doubled when learning became entertainment instead of obligation.
Content creation became a legitimate hobby. Twitch has over 7 million active streamers monthly. Most aren’t chasing fame or fortune. They’re streaming to a dozen friends because it’s more engaging than passive entertainment. The barrier to entry dropped so low that anyone can broadcast their hobby.
The Unexpected Comeback
Traditional forms of entertainment found new life in digital formats. Board game apps like Wingspan and Ticket to Ride built thriving online communities. Digital card games evolved beyond Hearthstone into complex strategy titles with dedicated fanbases.
The online entertainment sector adapted faster than anyone expected. UK casinos not on Gamstop became a talking point when users sought alternatives to restricted platforms. The demand for flexible entertainment options pushed innovation in user experience and accessibility features.
Poker saw a renaissance through apps like PokerStars and ClubGG. Chess exploded on platforms like Chess.com, which grew from 25 million members in 2020 to over 150 million by 2024. Streaming platforms added dedicated categories for these classic competitions.
The pattern repeats across categories. Old entertainment formats work when they’re delivered through modern platforms. Accessibility matters more than novelty. If people can jump in quickly and connect with others, the activity survives.
Finding Balance
The real story isn’t about any single trend. It’s about variety. Geeks built diverse entertainment portfolios instead of relying on one or two activities. A typical evening might include an hour of VR fitness, a streaming watch party, and some time learning 3D modeling.
This diversification happened because digital options became abundant enough to support it. You’re not locked into whatever’s on TV or whatever game your friends happen to own. The friction disappeared.
Downtime looks different for everyone now. Some people spend it in VR social spaces. Others stream their hobbies to small audiences. Many rotate through activities based on mood rather than availability. The pandemic forced experimentation, and what worked became permanent.
The tech-savvy crowd figured out something important. Entertainment works best when it’s flexible, social, and actually engaging. Passive consumption still has its place, but active participation won the long game. When you can do almost anything digitally, you start choosing what actually matters to you.






