Gaming is now bigger than music and movies combined, with 3B+ players worldwide and half the U.S. by 2025. For advertisers, the barrier to entry is gone — buying in gaming is as straightforward as other channels, but with access to the most active and influential audiences. This keynote will decode who playable audiences are, why they matter, and how the rest of the day will show just how easy it is to plan, buy, and measure in gaming.