Ä¢¹½AV half of internet users ages 10 to 41 spend money on video games worldwide, and younger users are more likely to cough up.
Around one-quarter of people in the US ages 13 to 34 are fans of the metaverse. But for every person who gives it a thumbs-up, there are about two in that age group who dislike or have never heard of the concept.
Kristin O’Brien, general manager of the Brand Platform at LTK, spoke with Insider Intelligence about targeting Gen Z consumers, the prevalence of social commerce, and back-to-school trends.
LGBT+ population grows in US but sees threats: Despite its increased numbers, this demographic group faces significant barriers to well-being and economic security.
Hey Alexa, do people like voice shopping?
On today's episode, we discuss how the coronavirus changed each generation, Twitter's ecommerce ambitions, what consumers want from brands one year into the pandemic, Virginia becoming the second state to enact a consumer privacy law, TikTok competitors from YouTube and Netflix, how to improve your art viewing experience, and more. Tune in to listen to the discussion with eMarketer principal analyst Jeremy Goldman, analyst Blake Droesch, and director of forecasting at Insider Intelligence Oscar Orozco.
Do women in the US think they’re paid fairly?
Roblox could become a brand advertising powerhouse: Brands flocked to video games for experiential marketing during the pandemic—but Roblox's lasting popularity with kids and its planned ad capabilities could keep it an appealing option even after lockdowns end.