Marketing in the gaming ecosystem
This article is part of a series of articles from the WARC Guide to marketing in the gaming ecosystem. Read more.
The context of now
It’s mid-2020 and COVID-19 has paralysed economic output across the world. Principally, the (non-essential) retail, hospitality and travel sectors are all essentially on pause. It’s impossible to imagine that the great work-from-home experiment of 2020 won’t impact the way we work forever.
Equally, it’s impacted the way we play: we’re dressing our avatars and characters, socialising is increasingly virtualised, and we’re travelling to virtual worlds rather than physical...