More Cause Marketing Mashedup With Games in 2012

One trend I expect to see more of in 2012 is the mashup of cause marketing and video/computer games.

Certainly the market is huge.

The Entertainment Software Association reports that 72 percent of American households play computer/video games. And it’s not just teens and preteens. The average game player is age 37. And while video/computer game players are more likely to be male than female, across the board 42 percent of players are female (which is about the same gender mix as the NFL's audience).

That it’s a 60:40 male to female strikes me as a positive for some businesses and causes. Men can be a hard audience to reach, especially if you can’t afford the premiums that come with sponsoring professional sports or buying sports television airtime.
Those examples notwithstanding, there’s a lot of room for growth and innovation here folks.

Contact me if you need some help figuring out how to make video/computer games and causes work well together.

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