LinkedIn is pushing its own puzzle games to home screens, competing with other mobile games. With games like Queens, Inference, and Crossclimb, the career platform is tapping into the massive mobile gaming audience—YPulse data shows 39% of 13-39-year-olds (and 54% of females) play puzzle games. These games closely mirror The New York Times’ viral puzzles, which have built a strong subculture of daily players and creators dedicated to documenting themselves playing them. Since mobile games are often seen as a casual, low-commitment way to play, LinkedIn’s move makes sense: it’s just enough to keep users logging in without distracting from their professional goals. For brands, this is another reminder that gamification isn’t just a trend, it’s a major tool to drive engagement. (Mashable)
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