Know what young people want next.

YPulse is the youth-only research platform for insights and strategy teams. 400,000+ annual interviews with 8-39-year-olds answer the questions that generalist market research and AI tools can't.
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YPulse is the only research platform dedicated exclusively to Gen Alpha, Gen Z, and Millennials.

Built on 21+ billion datapoints on 8-39-year-olds you can't get anywhere else.
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Wait, hold on. You're not already using YPulse?

You're missing youth.

Look at your research stack. There’s a gen-pop tracker and maybe an in-house youth study, and neither was built for 8-39-year-olds. That’s the gap and here’s how YPulse fills it:

69% of parents say their kids influence what they buy. Ignore the kid, lose the sale.

Source: YPulse Finance/Spending Monitor, 2026
01

Gen-pop research stops right when things get interesting.

Most general-population research has nothing to say about anyone under 18, and when it reaches a 22-year-old it hands her the same survey it hands a 60-year-old. YPulse runs its full research engine on 13-39-year-olds, plus Tweens research on the 8-12-year-olds no other major syndicated provider studies. A tracker that starts at 18 is measuring the purchase years after the preference formed.

“Understanding young consumers is a job in itself — YPulse makes keeping up with Gen Z and Millennials on a daily basis not only possible, but more efficient and effective.”
abercrombie & fitch
02

Trends don't start where they land.

An in-house tracker lives inside your category. Gen Z doesn’t. A 16-year-old can be the gamer, the honor student, the point guard, and the skincare guy at once, and the shift that hits your category next year is already showing up in one you don’t measure. YPulse fields a separate study for 50+ topics, so you see it coming.

“I read it everyday. It's how I keep up with the audience.”
youtube

80% of young men have a skincare routine. Miss the crossover, miss the consumer.

Source: YPulse Personal Care and Beauty Shopping Report, 2026
YPulse
From the survey
“Would you rather go to a lesser-known ‘dupe’ of a popular travel destination, or a popular, well-known destination?”
57%
of young Western Europeans pick the dupe
vs 58% in 2025
The dupeThe popular destination
Western Europe
57%
North America
43%
North America: 43%, down from 50% in 2025.
Source: YPulse Behavioral Survey · Travel and Spring Break, March 2026 · 13-39-year-olds, North America and Western Europe.

Dupe travel peaked in North America last year. YPulse data caught the turn — did you?

03

We don't do vibes.
We do data.

Trendspotters and Substackers can tell you what they think is cool. YPulse knows, because we asked. Every trend we call and every prediction we make starts as a survey question put to 8-39-year-olds and comes back with a number: how many agree, in which market, and which way it’s trending.

“The learnings from YPulse directly led to each of the business opportunities tested being moved forward.”
The North Face
04

Claude doesn't know teens. YPulse AI does.

Everything any LLM knows about young people it read secondhand, and it delivers the internet’s average opinion of Gen Z with unearned confidence. YPulse AI reads one thing, the answers 400,000+ young people give us every year, and shows you the report and the exact question behind every response. 

“Where do 8–12-year-olds find out about the toys and games they want?”

↔ Drag to compare Generic AI and YPulse AI, or use the arrow keys.
Claude on its own

Kids aged 8 to 12 (often called “tweens”) usually hear about toys and games from a mix of screens and people. Here are the main sources, based on general industry knowledge rather than any specific dataset:

  • YouTube and online video: Unboxing videos, toy reviews, gaming channels and creator content are widely seen as a major source, and possibly the biggest one for this age group.
  • Friends and school: Word of mouth on the playground and seeing what classmates own still matter a lot, especially for collectible trends.
  • Games themselves: Roblox, Minecraft, Fortnite and similar platforms spread brands, characters and in-game items directly.
  • Short-form video: Many kids see TikTok, YouTube Shorts or Instagram Reels even though the platforms set a minimum age of 13. They may watch on a parent’s or sibling’s account.
  • TV and streaming: Traditional TV ads matter less than they used to. Shows and movie franchises still drive interest in licensed products.
  • Stores and family: Browsing in shops, looking on Amazon and hearing from siblings or parents all play a part, and parents usually make the final purchase.

I’m not sure of the exact ranking or percentages, which vary by survey, age and gender. For reliable figures, look at recent youth research such as YPulse’s own data, or studies from Common Sense Media or Pew.

✦YPulse AI

The answer is crystal clear: YouTube is the #1 way tweens discover toys and games. According to YPulse’s Tweens: Hobbies, Sports, and Play report (2025), 55% of 8–12-year-olds turn to YouTube ads or videos to find out about the toys and games they want. Here’s the full breakdown, by gender:

Discovery sourceBoysGirls
YouTube ads or videos56%53%
Friends or classmates54%53%
Seeing them in a store40%41%
Social media videos34%39%
Parents or family32%35%
In a video game36%26%
TV shows or movies29%30%
Streaming service commercials26%24%
Seeing them on an online store21%22%
Cable TV commercials19%22%

Source: YPulse Tweens: Hobbies, Sports, and Play (2025), North America, 1,500 8–12-year-olds, fielded April 4–30, 2025.

What’s striking is the one-two punch of YouTube and friends, both around 53–56%, while traditional channels trail far behind…

…YPulse AI had even more to share. Get a demo and we’ll show you how much exclusive data you get from one prompt.

✦YPulse AI

The answer is crystal clear: YouTube is the #1 way tweens discover toys and games. According to YPulse’s Tweens: Hobbies, Sports, and Play report (2025), 55% of 8–12-year-olds turn to YouTube ads or videos to find out about the toys and games they want. Here’s the full breakdown, by gender:

Discovery sourceBoysGirls
YouTube ads or videos56%53%
Friends or classmates54%53%
Seeing them in a store40%41%
Social media videos34%39%
Parents or family32%35%
In a video game36%26%
TV shows or movies29%30%
Streaming service commercials26%24%
Seeing them on an online store21%22%
Cable TV commercials19%22%

Source: YPulse Tweens: Hobbies, Sports, and Play (2025), North America, 1,500 8–12-year-olds, fielded April 4–30, 2025.

What’s striking is the one-two punch of YouTube and friends, both around 53–56%, while traditional channels trail far behind…

…YPulse AI had even more to share. Get a demo and we’ll show you how much exclusive data you get from one prompt.

Claude on its own

Kids aged 8 to 12 (often called “tweens”) usually hear about toys and games from a mix of screens and people. Here are the main sources, based on general industry knowledge rather than any specific dataset:

  • YouTube and online video: Unboxing videos, toy reviews, gaming channels and creator content are widely seen as a major source, and possibly the biggest one for this age group.
  • Friends and school: Word of mouth on the playground and seeing what classmates own still matter a lot, especially for collectible trends.
  • Games themselves: Roblox, Minecraft, Fortnite and similar platforms spread brands, characters and in-game items directly.
  • Short-form video: Many kids see TikTok, YouTube Shorts or Instagram Reels even though the platforms set a minimum age of 13. They may watch on a parent’s or sibling’s account.
  • TV and streaming: Traditional TV ads matter less than they used to. Shows and movie franchises still drive interest in licensed products.
  • Stores and family: Browsing in shops, looking on Amazon and hearing from siblings or parents all play a part, and parents usually make the final purchase.

I’m not sure of the exact ranking or percentages, which vary by survey, age and gender. For reliable figures, look at recent youth research such as YPulse’s own data, or studies from Common Sense Media or Pew.

‹›
“You're our very first syndicated data source we've integrated into our systems — thank you for being so easy to work with.”
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