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Featured article
Reports
Feb 19, 2026
Your brand’s playbook for the world's biggest audience
Today, gaming isn’t just an entertainment vertical. It is a cultural powerhouse where identity is forged, communities are built, and the next era of brand loyalty is being decided. If your brand strategy still treats gaming as a " disposable add-on," you aren’t just missing a trend, you’re missing the audience. Whether you're considering your first games activation or refining an existing strategy, this guide is for you.
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Thought Leadership
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Thought Leadership
Sep 26, 2022
The forgotten generation
Between the Baby Boomers and the Millennials, Generation X is widely considered the forgotten generation. It’s easy for marketers to think of this group as a small and unimportant target market, but if they do, they could miss out on a captive, ready-to-spend audience with more money to spend than younger consumers.
Thought Leadership
Feb 1, 2022
Gamification in education | The most useful educational innovation in ages
The definition of gamification is the use of game-design elements and principals in non-gaming contexts to make learning fun. For example, an 'in-game' principal such as acquiring currency would be adapted for use in another part of a curriculum or outside the bounds of gaming, to provide an engaging experience. Gamification can be defined as a set process that solve problems with characteristics provided by a game.
Thought Leadership
Feb 26, 2015
Gamifying HIV & AIDS awareness
HIV still poses a threat, but many young people no longer see it as an immediate risk. To shift this mindset, we need to meet them where they are, through play. Serious games allow us to tackle tough topics in a way that feels relevant and engaging. By making HIV awareness part of a game, we spark conversation and create lasting impact in an effective way.
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