How Video Game Experiences Help Brands Steer Purchase Decisions

SuperAwesome found parents are seeking kids' buy-in before buying

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With global video game revenue expected to hit $365 billion by the end of 2023, and users expected to reach 3 billion by 2027, there is an incredible opportunity for brands to reach a massive untapped audience.

And it turns out, younger gamers are increasingly persuasive when it comes to what their parents buy.

Research conducted by SuperAwesome, a consultancy that is part of Epic Games, reveals that Gen Z and Gen Alpha now have “significant influence” when it comes to purchasing decisions.

Brands should pay attention to Gen Alpha

SuperAwesome discovered that 83% of young people in the U.S.

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