However, insights gathered from GameTrack by Ipsos Connect, in conjunction with the International Software Federation of Europe (ISFE), show there is a growing appetite for gaming across a whole range of age and gender groups. To be successful, manufacturers and content producers need to adjust their message, to appeal to a broader section of their potential audience.
If I ask you to picture a gamer, what do you see?
Most people will imagine a man, in his 20s, using a games console or computer. It’s fair to say that the image exists for a reason – this ‘classic’ gaming demographic group is still a key chunk of the market and shows no sign of losing interest in the medium. However, gaming in 2016 is broad and complex;
a ‘typical’ gamer may not exist.
#NotaJoke. Branded Entertainment Oscar Style
February is a prime month for American brands looking to capitalise on two of the largest television audiences of the year – the Super Bowl and the Academy Awards. Unfortunately for the teams behind Best Picture winner Moonlight, and the incorrectly announced Best Picture winner La La Land, Price Waterhouse Coopers’ mishandling of the Best Picture Award winner envelope has overshadowed most all of the stories to emerge from the evening’s events.