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March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

The Attention Equation: How Gaming Wins Consumer Focus and What Comes Next

Kabir Ahuja  (Senior Partner, McKinsey & Co.)
Ichiro Otobe  (Sr. Client Advisor, McKinsey & Co.)
Itamar Benedy  (CEO, Anzu.io)
Moritz Baier-Lentz  (Partner; Head of Gaming & Interactive Media, Lightspeed Venture Partners)
Location: Blue Shield of California Theater, YBCA
Date: Wednesday, March 11
Time: 1:30 pm - 2:30 pm
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: All
Track: Luminaries Speaker Series
Format: Panel
Vault Recording: Video
Audience Level: All

Join gaming industry experts across the ecosystem for a panel discussion moderated by McKinsey on Consumer Focus and how gaming wins. Explore the attention equation and how the gaming industry can capitalize on shifting trends in customer engagement. Key topics include:

  1. Consumption Trends: Understanding consumption trends across regions and demographics
  2. Consumer Engagement: Explore opportunities to leverage video game’s unique engagement model with customers to increase stickiness
  3. Marketing Strategies: Social connections drive game discovery. Marketers can learn from current trends across the industry to increase success in subsequent campaigns
  4. Ad Monetization: Gamers’ increasing openness to in-game ads offer new revenue potential revenue options
  5. Evolving Technology: Generative AI and other emerging technologies can enhance game quality and efficiency, enabling studios to produce quality games better and faster than ever
    This session will provide actionable insights for developers, publishers, and marketers to stay ahead in the battle for customer attention.

Takeaway

Attendees will come away with a greater understanding of key trends in customer engagement within the gaming industry. Also included are tactical strategies to capitalize on those trends that can translate directly to topline growth.

Intended Audience

Our session will target developers, publishers, and business leaders within the gaming industry, but is also open to all interested parties (i.e., artists, other industry experts). There are no knowledge prerequisites above and beyond a baseline understanding of the industry.