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How Gamefam’s Roblox strategy delivered a triumphant year

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Fri, Jan 6, 2023 02:00 PM

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Understanding Generation Z’s tastes and becoming a leading metaverse company You have been sent

Understanding Generation Z’s tastes and becoming a leading metaverse company [View this email in your browser]( You have been sent a sponsored message via GamesIndustry.biz, in association with GamefamBuilding on metaverse successes. How Gamefam’s Roblox strategy delivered a triumphant year Understanding Generation Z’s tastes and publishing high-quality content critical to being a leading metaverse company When it comes to capturing video games’ current zeitgeist, few do it better than [Gamefam](. That’s not to say the 2019-founded outfit is conventional or typical. Far from it, in fact. For one, the team largely focuses on making and publishing games and experiences delivered within metaverse gaming platforms. In step with that focus, Gamefam has established a deep understanding of the GenZ demographic’s needs and tastes, informing its work on live-operated original games, virtual concerts, and experiences that connect brands or artists with new audiences within Roblox. The resulting breadth of potential has also seen Gamefam build works for other giants of the live space, from Fortnite to Minecraft. And yet it is Roblox and its 58.8 million daily active users in particular that have offered Gamefam the opportunity to establish thundering momentum over the past 12 months. Simply put, Gamefam has positioned itself as a leader in a space where so many key trends and developments are currently converging. That includes everything from metaverse concerts, live ops, web3 and games as experiential venues, to the move on games by musical acts, brands, sports, and established media as a whole. The Los Angeles company is the first dedicated, entirely professional game publishing outfit serving Roblox, followed by Fortnite and Minecraft – letting it stand as the speartip of a new movement. And it's a movement Gamefam sees as defining of metaverse platforms’ current evolution. “We started to see this fascinating shift,” says Gamefam CEO and founder Joe Ferencz, reflecting on the origins of Gamefam as a studio and concept. “For many years games were really like movies. They were complete contained stories that really existed in isolation. But now, as we enter this metaverse era, games are much closer to TV shows. If you're a writer for a TV show, you need new plot points all the time. That’s how you engage that audience, and keep them watching. “For Gamefam, and I think for more and more game studios today, we’re now in something a lot like the TV business. We're in the YouTube channel business. We need to make new content all the time. We saw that shift toward the metaverse – that opportunity – a few years back, so we built systems to allow teams to comfortably and successfully collaborate on an ongoing basis to come up with great, exciting new ideas to keep the audience having fun in a game like Roblox. That’s the business we're in.” [To read full article, click here]( [Facebook icon]( [Twitter icon]( [LinkedIn icon]( Copyright (C) 2023 ReedPop. All rights reserved. You got this email because you signed up to an account on GamesIndustry.biz and agreed to receive promotional emails from our partners. Our mailing address is: ReedPop 1-6 Grand ParadeBrighton, East Sussex BN2 9QB United Kingdom [Add us to your address book]( Want to change how you receive these emails? You can [update your preferences]( or [unsubscribe]( [Privacy Policy]( | [Cookie Policy](

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