World Gamer Day: The impact of video games on the evolution of new generations

Roastbrief
4
min
August 27, 2024
World Gamer Day: The impact of video games on the evolution of new generations

In the digital era, video games have evolved from being mere entertainment to playing a significant role in the socialization, education, and development of new generations. They have deeply integrated into the lives of young people, offering not only fun but also opportunities to learn and develop skills.

Kids Corp, the leading martech company in the U18 segment, celebrates World Gamer Day by sharing 5 facts about video games in Latin America in 2024:

  • 54% of teenagers (13 to 18 years old) play video games, averaging more than 105 minutes per day.
  • 58% of U18s play on a smartphone, 19% on a console, and 13% on a desktop computer. Only 10% play on a tablet.
  • 62% purchase video game-related items.
  • 86% of children and teenagers between 6 and 18 years old are familiar with Roblox.
  • Roblox is the favorite video game for 33% of children between 6 and 12 years old.

In this context, it is essential to understand how this segment interacts with gaming and the challenges brands face when trying to connect with them efficiently and safely, in compliance with global regulations such as COPPA (United States), GDPR (Europe), and LGPD (Brazil), among the most prominent.

To this end, we share three relevant concepts about the latest trends in this industry:

  • Content Personalization: Gamers increasingly seek personalized experiences that reflect their tastes and preferences. From character customization to the creation of their own worlds, personalization has become an expectation, not just an option.
  • Online Safety: Protecting players under 18 in the digital environment is a priority. Parents and guardians are increasingly concerned about their safety, driving the demand for platforms that offer protected and controlled experiences. In Latin America, the two biggest concerns are that their children might see inappropriate content (63%) and that they might experience virtual harassment or bullying (60%).
  • Social Interaction through Gaming: Video games have transformed into social spaces where users interact, collaborate, and form communities. This trend has redefined how young people relate to each other and to content.

Finally, in this context, metaverses have become the epicenter of entertainment for the U18s. These virtual universes allow young people to create, play, and socialize, effectively connecting them with brands. With its massive community and immersive experiences, Roblox is redefining how new generations entertain and learn. As these digital environments grow, it is essential for brands to seize these opportunities to connect meaningfully with young people.

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