The video game industry suffers from arrested development. Despite boasting over ‘2 billion’ global gamers, almost all comms and touchpoints are male dominated and skewed towards a particular brand of 13 - 17 year old ‘hardcore gamer’.
Omen (HP’s gaming sub-brand) wanted to know what the future of gaming looked like and how to move away from making the same mistakes as all their competitors.
To do this I led an extensive strategic and research project where we examined four key areas and provided key conceptual recommendations around:
1) Identity & the concept of industry leadership
2) The future evolution of the gaming industry
3) The role Esports will play in the future of gaming
4) Toxicity & the responsibility of gaming firms in combatting it.
Due to the confidential nature of the project I am unable to share these findings publicly, but am happy to talk through the process and my approach in more detail if desired.