Skip to main content

How do younger, tech-savvy audiences respond to CUE's gamified activations compared to general stadium audiences?

We've seen remarkable engagement differences when CUE activations are deployed to younger, more digitally-native audiences. At events like Riot Games' esports championships and the upcoming Pokemon World Championships, our metrics show dramatically higher engagement — for example, we recorded an average user session time of 7 minutes and 45 seconds at Riot Games events. These younger audiences immediately understand the interactive concepts and dive in enthusiastically. While CUE products perform well across all demographics at traditional sports venues, the concentrated younger audience at gaming and esports events demonstrates just how powerful these tools can be when the audience is predisposed to digital interaction.

Did this answer your question?