Q All right, Doug. So I feel like maybe as someone who's not a super active gamer, Fortnite comes to mind as a great example of where game players are spending money on digital assets that, as you said, don't offer specific gameplay benefits. Can you give some other examples for people who may not be familiar of this same dynamic?
A So first of all, for games, 90% of Gen Z play games, right? And Gen Alpha, it's even higher. I think it's 94% for Gen Alpha. So The, the idea, the definition of games is very broad at this point, and games are becoming increasingly social. I'm not sure if you've read the book Status and Culture, but it's a, it's a really interesting look into what drives identity and culture. And it really, a lot of it is about status. So, you know, games that have a strong sense of identity tend to be social. Multiplayer games in particular have a very strong sense of identity. So, so Fortnite has really built an amazing game that essentially built for partnerships. Like what other game can have DC superheroes, Ariana Grande, and Rick and Morty all in the same world, right? So they've just done an incredible job. But another example is League of Legends. The skins really started as kind of Fully imagined alternate versions of the characters in alternate universes, but they've also done partnerships. They partnered with Louis Vuitton, for example, for their world finals when it was in Paris, and they launched a set of skins. Um, and there, there are other examples as well. So Minecraft, GTA online, both have really strong skin ecosystems, especially with UGC components, right? So, so people that are players actually creating skins for those game experiences themselves. And then Two other exampl…
AI assessment note: “another example is League of Legends. The skins really started as kind of Fully imagined”