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MaryLeigh Bliss, chief content officer at YPulse, joins Gabriella Mirabelli to discuss new research on how tweens relate to gaming. Three-quarters of 8- to 12-year-olds now call themselves gamers, a rate that matches teens, and the identity carries real weight for how brands reach this age group. Bliss and Mirabelli talk through why gaming functions as a shared culture, how virtual purchases build brand loyalty that follows kids into adulthood, and why marketers without a gaming strategy are missing the biggest channel to young consumers.
By Gabriella Mirabelli5
3232 ratings
MaryLeigh Bliss, chief content officer at YPulse, joins Gabriella Mirabelli to discuss new research on how tweens relate to gaming. Three-quarters of 8- to 12-year-olds now call themselves gamers, a rate that matches teens, and the identity carries real weight for how brands reach this age group. Bliss and Mirabelli talk through why gaming functions as a shared culture, how virtual purchases build brand loyalty that follows kids into adulthood, and why marketers without a gaming strategy are missing the biggest channel to young consumers.