Games have never been more culturally relevant or economically powerful; smartphones mean most of us have access to hundreds of games in our pockets, as well as on console and PC.
Creatively, games are recognised as powerful and engaging forms of art and entertainment in their own right. They’re becoming – and for some, are already – important cultural content that stands alongside films, TV, and other mass media.
We all know the stats by now; players aren’t just kids and geeks. More than 40% of the UK population will play a video game this year; the average age of a gamer is around 30 and the gender split is pretty even, depending on genre.
See on www.marketingmagazine.co.uk
A interesting piece on games and brands. The most important part of this article in my mind is this: “Flexibility is essential when making a game; you can plan forever, but you won’t know what the best parts are until you start building and playing it. You have to be willing to adapt to this, factoring in this discovery time” – @MatmiStew