VIDEO GAMES
Fall 2026 Projects Coming Soon!
Video Games’ Past Clients
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Spring 26
Conduct a comprehensive audit of YouTube’s social media presence. Recommend how to make YouTube’s own content more appealing for Gen-Z users. Implement gaming content on YouTube’s own YouTube channel.
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Fall 25
Research gaming and tech industry corporate social responsibility efforts, focusing on how Inclusion, Diversity & Purpose (IDP) purpose initiatives are perceived and can be enhanced to drive greater internal and external stakeholder engagement. Promote actionable, strategic recommendations based on research and data gathered to support Discord’s culture strengthening initiatives for the next ten years, employee engagement, organizational effectiveness and scalability of Discord’s inclusive corporate social responsibility (CSR) impact.
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Fall 25
Conduct research into how mobile gamers and (more specifically) mobile sports gamers choose game titles/games to download and the impact of franchise credibility on their decision. Attention placed on how mobile sports gamers as a focus group audience discover and engage with mobile sports games for SIE to understand on a wide-scale how users initially get invested into certain titles and then how to avoid them from becoming detractors in the future.
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Spring 25
Understanding Gen-Z perception on HyperX accessories. Specifically, wireless lavalier microphones and handheld/mini PCs. Pinpointing product barriers to entry within gaming spaces, and the future of mouse and keyboard within gaming.
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Spring 25
Developing recommendations for Tencent's various games to better break into American gaming markets. Includes researching nation-wide trends in Gen-Z entertainment for popular games/media.
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Fall 24
Investigate Gen Z needs for gaming platforms, focusing on aspects of accessibility, UI/UX design, available titles, and brand perception. Provide insights into Gen-Z gaming behaviors to guide Xbox's design and marketing strategies.
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Spring 24
Designed a comprehensive presentation centered around how new gaming enthusiasts can transition into a future career. Supplemented this presentation with professional outreach by bringing in 20+ professionals to talk about the industry and ideated project prompts to help gamers get into game-adjacent careers.
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Spring 24
Analyzed the perceptions of Blizzard’s cinematics on Gen-Z through a survey focusing on franchise appeal, preferred cinematic formats and post-viewing engagement, garnering 300+ respondents and conducting 30+ interviews. Developed key insights into player conversion, merchandise purchases, and brand awareness.
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Fall 23
Enhance avatar design and the user experience through targeted demographic research, user-tested designs, and involvement in the upcoming avatar wearable release. Find ways to meet with Gen-Z’s revolving needs.
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Fall 23
Craft marketing insights for YouTube, TikTok, and Instagram. Specifically, VG will be gathering feedback and shaping Gen Z influencer strategies via gaming.
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Spring 23
Expanded their E-Sports accessibility among college students by organising a Valorant tournament.
Goodbye VG Seniors & SP25!
Welcome Night
Video Games
Video Games
Fall 23
Fall 24