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Horror is big business

The Verge ·

The horror genre has transformed from a niche market into a dominant force in entertainment, as demonstrated by 2026's unprecedented concentration of successful horror content across films, streaming platforms and video games. Horror is no longer a sideshow; it now competes with and often outperforms major blockbusters and established franchises, making it clear that scaring audiences has become big business.

The shift is driven by several factors: horror is significantly cheaper to produce than other genres, yet now generates blockbuster-level returns. Resident Evil Requiem sold 8 million copies since launching in February and has already become Capcom's 14th best-selling game ever, whilst a new film reboot is on track to be the franchise's highest-grossing entry. YouTube-origin horror films Obsession and Backrooms combined for nearly $1 billion at the box office despite being made on tiny budgets (Backrooms for just $10 million, Obsession for under $1 million), outperforming Star Wars and films by Steven Spielberg. Every major streaming service has released a tentpole horror series for October, from Amazon's Stephen King's Carrie remake to Netflix's Below and Apple TV+'s Widow's Bay, which won a record number of Emmys.

  • Horror films and shows now regularly outsell major blockbusters despite lower production costs.
  • Resident Evil Requiem sold 8 million copies since February, Capcom's 14th best-selling game.
  • YouTube-origin horror films Obsession and Backrooms earned nearly $1 billion combined.

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Horror as an entertainment genre has undergone a significant shift in commercial status and industry importance. Once considered a niche interest for a small, devoted audience, horror content now achieves the same financial success and audience reach as the entertainment industry's most prestigious and expensive productions.

The transformation has been driven primarily by economics. Horror is substantially cheaper to produce than other blockbuster entertainment—films, television series and video games—yet can now generate comparable revenues, making it an increasingly attractive investment for major studios, streaming services and video game publishers seeking profitable returns.

This shift has real consequences for what stories get funded and told across entertainment. With horror now central rather than peripheral to industry investment, horror narratives and the creators who make them wield significantly greater influence over mainstream entertainment than they did previously.

Both sides, in good faith

The strongest fair case each way — we don't pick a winner.

The case for

Horror's commercial success demonstrates genuine audience demand and represents a democratisation of the entertainment industry. That small-budget productions can outperform major franchises and compete with established studios suggests the market values creative merit and compelling narratives over marketing budgets. This trend indicates a healthier, more efficient industry where financial success no longer requires massive capital expenditure, potentially enabling more diverse voices and creative talent to reach audiences.

The case against

The market concentration in horror production, particularly reboots and existing franchises, raises concerns about oversaturation and the diminishment of other genres audiences also value. When industry resources and creative focus disproportionately flow towards cheaper-to-produce horror content, this may indicate an unhealthy market trend towards cost-cutting and formulaic storytelling rather than genuine innovation. The dominance of proven concepts over original works across multiple platforms could suggest a narrowing of the overall entertainment landscape rather than meaningful creative diversity.

Art Celebrity Culture Entertainment Gaming Horror

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