“Gaming industry and gender targetted advertising to children ages 15-18: Case Study of Riot Games.” Research Questions: “Is there an added value in gender-targeted advertising for children ages 15 to 18 in the gaming industry?” “What are the ethical considerations associated with gender-targeted advertising in the gaming industry for children ages 15 to 18?” “What are the consumers’ views regarding gender-targeted advertising in the gaming industry for children ages15 to 18?” Aim: The aim of the research is to discern whether gaming companies, specifically Riot Games, need to spend money on advertisements to engender user growth of children ages 15-18. Objectives: By conducting this research, I will be able: – To analyze the impact of advertisements on the user growth of gaming companies.- To research the critical theories regarding the importance of advertisements for company user growth. – To deduce factors responsible for attracting children ages 15-18 to video games. – To develop a theory on how children ages 15-18 are introduced to the world of video gaming. – To reflect on how gaming companies might improve their marketing budget allocations. Types of sources that may be used in order of reliability: High Impact Peer-Reviewed Journals High Impact Peer-Reviewed Academic Conferences Academic Peer-Reviewed Books Established Peer-Reviewed Journals Established and Respected Peer-Reviewed Conferences Other Books from Established Publishers Academic and University Sources Government Published research Independent Research Thinktanks Online Company Reports Online Magazine and Newspapers Report Academic Blogs Expressing Opinions