What should marketers understand about Roblox as a serious platform?
- Part 1To rebrand, or not to rebrand?
- Part 2Biggest MarTech Fail You’ve Ever Experienced?
- Part 3Difference between being a CMO at private vs public company
- Part 4 What should marketers understand about Roblox as a serious platform?
- Part 5What platform is best for a new creator?
Episode Chapters
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00:05: Roblox as Marketing Platform
Virtual merchandise on Roblox can drive the same emotional value as physical products, demonstrating the platform's potential for brand experiences.
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00:19: Avatar-to-Physical Product Co ection
Creating products that allow users to dress avatars in specific clothes and then print matching physical products bridges virtual and real-world brand engagement.
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00:48: Roblox as Communication Platform
Younger generations use gaming platforms like Roblox primarily as social communication tools rather than just for gameplay, replacing traditional in-person hangouts.
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01:17: Building Exciting Digital Communities
The focus shifts to enhancing digital communities and communications through i ovative products that make virtual interactions more engaging and meaningful.
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Episode Summary
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Roblox as a Serious Marketing Platform: Virtual Merchandise Meets Real-World Brand Value
Introduction
Danielle Pederson, CMO of Amaze, reveals how virtual merchandise on Roblox creates the same emotional value as physical products for consumers. As the leader of global marketing strategy at Amaze, a platform democratizing the creator economy through custom merchandise, Pederson brings unique insights into how brands can leverage gaming platforms as legitimate marketing cha els that go beyond traditional advertising. -
The Power of Virtual-Physical Product Integration
Amaze's recent launch of Amaze Digital Fits on Roblox demonstrates a breakthrough approach to modern merchandising. The platform allows users to dress their Roblox avatars in specific clothing items, then seamlessly purchase matching physical products. This virtual-to-physical bridge creates a new dimension of brand engagement where digital experiences directly translate into tangible consumer products. The emotional co ection users feel with their virtual avatars extends to real-world purchasing decisions, opening unprecedented opportunities for brands to co ect with younger demographics. -
Roblox as a Communication Platform
"For the younger generation, you don't run to the schoolyard to hang out with your friends and light things on fire anymore," Pederson explains. "You co ect with the headset on and your iPad and you talk to your friends and you get to have all that sort of camaraderie. But most of it's a digital experience." This shift represents a fundamental change in how younger consumers interact with brands and each other. The platform serves as much more than a gaming environment—it's become a primary social space where brand conversations happen naturally within friend groups. -
Strategic Implications for Modern Marketers
Marketers need to abandon the perception of Roblox as a niche gaming platform and recognize it as a frontier for brand experiences. The platform's 70+ million daily active users represent a massive, engaged audience that traditional marketing cha els struggle to reach authentically. By creating experiences that enhance social interactions rather than interrupting them, brands can become part of organic conversations between friends. This approach transforms marketing from an intrusion into a value-add for the community. -
Building Community Through Digital Experiences
The success of virtual merchandise platforms like Amaze Digital Fits demonstrates that digital products can drive real emotional value and purchasing behavior. When users invest time customizing their avatars, they develop genuine attachment to those digital representations. Smart brands capitalize on this by creating virtual items that users genuinely want to wear and share with friends. The key is understanding that these virtual goods aren't just pixels—they're social currency and self-expression tools within digital communities. -
Conclusion
The convergence of virtual and physical merchandise on platforms like Roblox represents a significant shift in how brands must think about product marketing and community engagement. As Pederson's insights reveal, the future of marketing to younger demographics requires understanding gaming platforms as legitimate communication cha els where brand value is created through enhancing social experiences. Marketers who embrace this shift and invest in creating meaningful virtual-physical product experiences will find themselves at the forefront of a new era in brand building. -
- Part 1To rebrand, or not to rebrand?
- Part 2Biggest MarTech Fail You’ve Ever Experienced?
- Part 3Difference between being a CMO at private vs public company
- Part 4 What should marketers understand about Roblox as a serious platform?
- Part 5What platform is best for a new creator?
Up Next:
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Part 1To rebrand, or not to rebrand?
Combining five creator brands into one unified platform creates customer confusion and fragmented marketing spend. Danielle Pederson, CMO of Amaze, led the consolidation of five distinct creator commerce solutions under one corporate umbrella without losing individual brand equity. She implemented a phased taxonomy approach using "by Amaze" modifiers, unified three separate CRMs into HubSpot, and created a scalable framework that allows new acquisitions to integrate immediately into the brand architecture.
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Part 2Biggest MarTech Fail You’ve Ever Experienced?
MarTech platforms fail when brands can't bridge digital and physical experiences. Danielle Pederson, CMO at Amaze, explains how virtual merchandise creates real emotional connections with younger audiences. She discusses launching Amaze Digital Fits on Roblox to let users dress avatars and purchase matching physical products. The strategy treats gaming platforms as communication channels rather than just entertainment, recognizing how Gen Z builds community through digital-first interactions.
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Part 3Difference between being a CMO at private vs public company
CMOs face fragmented marketing spend across multiple brand portfolios. Danielle Pederson, CMO of Amaze, unified five creator-focused brands under one umbrella without losing individual brand equity. She implemented a phased taxonomy approach using "by Amaze" modifiers, consolidated three separate CRMs into HubSpot, and built a scalable architecture that allows new acquisitions to integrate immediately into the unified brand system.
Play Podcast -
Part 4What should marketers understand about Roblox as a serious platform?
Roblox represents an untapped communication platform where virtual merchandise drives real emotional value. Danielle Pederson, CMO at Amaze, explains how her company bridges digital and physical brand experiences through avatar customization. She discusses launching Amaze Digital Fits on Roblox, creating avatar clothing that can be printed as matching physical products, and leveraging gaming platforms as social connection hubs for younger audiences.
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Part 5What platform is best for a new creator?
New creators struggle to choose the right platform for monetization. Danielle Pederson, CMO at Amaze, explains how authenticity-first content strategy drives revenue generation. She outlines building genuine audience connections before platform selection, then leveraging merchandise sales through custom product design and direct fan engagement to convert followers into paying customers.
Play Podcast