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UN 296 - YPulse. The Truth About Young Consumers & Gaming.
MP3•Episode-Home
Manage episode 390710046 series 1254976
Inhalt bereitgestellt von Gabriella Mirabelli. Alle Podcast-Inhalte, einschließlich Episoden, Grafiken und Podcast-Beschreibungen, werden direkt von Gabriella Mirabelli oder seinem Podcast-Plattformpartner hochgeladen und bereitgestellt. Wenn Sie glauben, dass jemand Ihr urheberrechtlich geschütztes Werk ohne Ihre Erlaubnis nutzt, können Sie dem hier beschriebenen Verfahren folgen https://de.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 The notion that gamers exclusively prefer violent content is outdated.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.
110 Episoden
MP3•Episode-Home
Manage episode 390710046 series 1254976
Inhalt bereitgestellt von Gabriella Mirabelli. Alle Podcast-Inhalte, einschließlich Episoden, Grafiken und Podcast-Beschreibungen, werden direkt von Gabriella Mirabelli oder seinem Podcast-Plattformpartner hochgeladen und bereitgestellt. Wenn Sie glauben, dass jemand Ihr urheberrechtlich geschütztes Werk ohne Ihre Erlaubnis nutzt, können Sie dem hier beschriebenen Verfahren folgen https://de.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.
110 Episoden
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