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Kandungan disediakan oleh Gabriella Mirabelli. Semua kandungan podcast termasuk episod, grafik dan perihalan podcast dimuat naik dan disediakan terus oleh Gabriella Mirabelli atau rakan kongsi platform podcast mereka. Jika anda percaya seseorang menggunakan karya berhak cipta anda tanpa kebenaran anda, anda boleh mengikuti proses yang digariskan di sini https://ms.player.fm/legal.
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UN 296 - YPulse. The Truth About Young Consumers & Gaming.

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Manage episode 390710046 series 1254976
Kandungan disediakan oleh Gabriella Mirabelli. Semua kandungan podcast termasuk episod, grafik dan perihalan podcast dimuat naik dan disediakan terus oleh Gabriella Mirabelli atau rakan kongsi platform podcast mereka. Jika anda percaya seseorang menggunakan karya berhak cipta anda tanpa kebenaran anda, anda boleh mengikuti proses yang digariskan di sini https://ms.player.fm/legal.

In today’s episode MaryLeigh Bliss, Chief Content Officer at YPulse, delves into their latest tracking report on young consumers' gaming behaviors, challenging myths and exploring the profound impact of gaming on their lives.

Myths Busted:

  • Gaming is a Male-Only Activity. False. Both genders engage in gaming, with 98% of young men and 92% of young women participating.
  • Gamers Are Hardcore Enthusiasts. False. Self-identifying as a gamer doesn't necessarily correlate with how frequently one plays. While 95% of young people play video or mobile games, only 66% identify as gamers.
  • Gamers Are Only Interested in Violent Games. False. The gaming landscape is diverse, with top games including violent (Call of Duty) and non-violent (Candy Crush, Roblox) options. The notion that gamers exclusively prefer violent content is outdated.
  • Gamers Are Socially Isolated. False. Gaming fosters social connections, with 73% of self-identified gamers stating that video games help them be social. Titles like Fortnite and Roblox enable virtual socializing and friendships.
  • Gaming is a Passive Activity, Like TV. False. Gaming is an active, immersive experience requiring constant engagement. Unlike TV, second screening is challenging, offering brands a unique opportunity for focused consumer attention. Young people are open to brand presence in gaming spaces if done authentically, enhancing rather than disrupting the gaming experience.
  continue reading

110 episod

Artwork
iconKongsi
 
Manage episode 390710046 series 1254976
Kandungan disediakan oleh Gabriella Mirabelli. Semua kandungan podcast termasuk episod, grafik dan perihalan podcast dimuat naik dan disediakan terus oleh Gabriella Mirabelli atau rakan kongsi platform podcast mereka. Jika anda percaya seseorang menggunakan karya berhak cipta anda tanpa kebenaran anda, anda boleh mengikuti proses yang digariskan di sini https://ms.player.fm/legal.

In today’s episode MaryLeigh Bliss, Chief Content Officer at YPulse, delves into their latest tracking report on young consumers' gaming behaviors, challenging myths and exploring the profound impact of gaming on their lives.

Myths Busted:

  • Gaming is a Male-Only Activity. False. Both genders engage in gaming, with 98% of young men and 92% of young women participating.
  • Gamers Are Hardcore Enthusiasts. False. Self-identifying as a gamer doesn't necessarily correlate with how frequently one plays. While 95% of young people play video or mobile games, only 66% identify as gamers.
  • Gamers Are Only Interested in Violent Games. False. The gaming landscape is diverse, with top games including violent (Call of Duty) and non-violent (Candy Crush, Roblox) options. The notion that gamers exclusively prefer violent content is outdated.
  • Gamers Are Socially Isolated. False. Gaming fosters social connections, with 73% of self-identified gamers stating that video games help them be social. Titles like Fortnite and Roblox enable virtual socializing and friendships.
  • Gaming is a Passive Activity, Like TV. False. Gaming is an active, immersive experience requiring constant engagement. Unlike TV, second screening is challenging, offering brands a unique opportunity for focused consumer attention. Young people are open to brand presence in gaming spaces if done authentically, enhancing rather than disrupting the gaming experience.
  continue reading

110 episod

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