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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
4:29 PMClaude responded: Generation X sits between the Baby Boomers and Millennials, and marketers have long overlooked them.Generation X sits between the Baby Boomers and Millennials, and marketers have long overlooked them. That's a mistake, because they're a highly engaged, ready-to-spend audience with more purchasing power than younger consumers.
Thought Leadership
Feb 1, 2022
Gamification in education | The most useful educational innovation in ages
Gamification is the use of game-design principles in non-gaming contexts, applying elements like point systems, rewards, and challenges to make learning and behaviour change more engaging.
Thought Leadership
Feb 26, 2015
Gamifying HIV & AIDS awareness
HIV still poses a real threat, but young people aren't seeing it that way. Serious games let us tackle tough topics where people already are, and make the conversation stick.
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