This chapter elaborates on the theoretical framework that serves as a through line for the book in its entirety. Specifically, it draws on discourses about “core” and “casual” games to show how “core” describes a hegemonic set of ideologies that work to frame games in specific, masculinized ways. The chapter also argues, however, that recent industrial changes, from the rise of casual games to the diversification of funding and distribution platforms, serve as counterhegemonic forces, challenging many “core” assumptions about games and audiences. Using a critical analysis of gaming news, the chapter lays out these changes and addresses both their real impact on the games industry and their felt impact on audiences and power structures. Through this, it shows that gaming is in the midst of a crisis of authority, where previously powerful members of the community fear losing control of it. As a result, they are exerting extra force to maintain their privileged position, accounting for the divergent narratives about games that dominate the casualized era.