The Nintendo Switch 2 is set to launch later this year. Though a firm release date has not been set, it's positioned to sell millions of units and put a whole generation of new Nintendo games in front of worldwide audiences.
As customers grab the same grocery staples they have for decades, Walmart is betting that gamifying the experience will challenge those habits. The retailer plans to launch Walmart Unlimited, a three-part miniseries that features the entrepreneurs behind its products. Launched last month on Spatial, the game includes full commerce integration that enables in-app purchases.
On today’s podcast episode, we discuss how some teachers think young people should be approaching GenAI, the differences between younger and older teenagers’ social media usage, and how engagement with digital gaming is changing. Tune in to the episode with Senior Director of Podcasts and host Marcus Johnson, Analyst Paola Flores-Marquez, and Vice President of Research Jennifer Pearson. Listen everywhere and watch on YouTube and Spotify.
Twitch expands sponsorship opportunities: While the change might attract creators, whether brands will buy in is debatable.
The BNPL provider has made strong inroads in the US but faces steep obstacles in growing its market share
While many users sell products via Twitch livestreams, Amazon has yet to position the platform as a rival to other social video commerce sites like TikTok Shop.
Non-retail commerce media channels typically mean payments, travel, and intermediaries that overlap with retail. But more nontraditional commerce media networks have been popping up from places like Mohegan’s casinos, RE/MAX’s real estate websites, and Planet Fitness’ gyms.
Mobile-first gaming leads the charge into 2025: Smartphones and portable consoles are reshaping gaming as enhanced hardware makes premium mobile games a competitive force.
People worldwide spent less time with media across all categories except mobile (which remained the same) in H1 2024 as compared with H1 2023, per GWI data.
Roblox soars in Q3 despite critical reports: The company saw significant user and revenue growth and restated its commitment to child safety.
Roblox takes steps to address child safety: New parental control features come after critical reports that could stifle advertising efforts.
Reports of unauthorized AI personas, including those of deceased individuals, raise concerns about the platform’s oversight and the broader issue of consent in genAI
Roblox faces renewed child safety concerns: A report from a short-selling firm claims Roblox is exposing children to predators and vastly inflating user metrics.
Microsoft layoffs emphasize gaming’s biggest challenges: High production costs and a saturated market mean the industry has to change.
Roblox plants deeper roots in the creator economy: The video game platform is at a fascinating crossroads of gaming and digital advertising.
50% of adult US mobile gamers spend between $1 and $50 per year on mobile games, according to an April 2024 CivicScience survey.
Key stat: 53% of US consumers love or like playing video games, according to April 2024 data from Collage Group. Among Gen Z, that figure increased to 72%.
The average US adult will spend more than 8 hours per day on digital media this year, with about half of that time spent on mobile devices and more than a quarter on CTV.
On today's podcast episode, we discuss the main ways that LinkedIn has changed, whether TikTok can steal significant Gen Z market share from them, and whether daily games is the right fit for the employment-focused social media platform. "In Other News," we talk about how marketers are preparing themselves for a potential TikTok ban and which of TikTok's new initiatives has the most potential. Tune in to the discussion with our analysts Jasmine Enberg and Minda Smiley.
Electronic Arts begins the push for in-game advertising: The conglomerate said it hopes to debut ads in its big-budget games as the industry seeks revenue growth.
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