U.S. consumers say about half of their entertainment sources are "must-haves" among choices in video, music and gaming.
The genre's growth depends on developers closing a critical gap between experienced advertisers that prove full-funnel effectiveness and novices that see only another channel for brand awareness.
Gaming isn't an activity -- it's a lifestyle and an identity.
Familiarity with social gaming is grooming some Gen-Zers to adapt to virtual reality environments.
Amid growing competition, the streaming platform is expected to air a company record of 398 original shows this year.
About half of all gamers said they had purchased a brand after seeing or interacting with it in a video game.
Rapid growth in purchases of VR/AR accessories has raised concerns over data-collection practices, as targeting user content based on facial movements may negatively impact user privacy and safety.
Rewarded video ads that offer gamers something of value were the most popular format for gaming apps.
Sony's PlayStation Now and Microsoft's Xbox Game Pass are the most popular services among U.S. adults.
A new report asserts mobile app developers will abandon advertising as a business model. Here's why I disagree.
Soaring revenues from legalized sports betting continue to boost sports TV networks, benefitting from national TV ad marketing dollars and other revenue in closer partnerships and ownerships.
Social, entertainment video and crypto and other fintech apps will also see continued robust growth, forecasts App Annie.
While streaming's popularity continues, users are harder to keep, and are looking for interaction via social video and social gaming, concludes the digital media trends survey.
Gamers are becoming more amenable to seeing advertising in videogames.
The COVID-19 pandemic led more U.S.
consumers to spend time playing video games to help occupy their time during restrictions on public gatherings. About one-third (36%) of people ages 13 to 74 said they play video games on
consoles such as the Sony Playstation or Microsoft Xbox, according to a study by Hub
. Among those console gamers, 51% said they play every day -- up from 39% two years ago. Gaming is popular among male teens and younger men who are more
difficult to reach through traditional linear television. About 70% of men under age 35 play console games, compared with 50% of women in the same age group. Gamers also have become more
tolerant of in-game advertising, such as branded downloadable content (DLC). Some 70% of regular console gamers play with branded in-game content, up from 61% two years ago. Among those who see
in-game ads, 44% said they prefer them to regular commercials, while 72% said the branded content makes games more fun to play.
Cybercriminals have used the Telegram Messenger app for years, as they look to buy, sell and share stolen data. One report suggests that this messaging app has recently become an alternative to the
On average, U.S. broadband households report spending about 30% of their combined video gaming and OTT video watching time on gaming -- and it's closer to 40% among Gen Z.
Baird Equity Research is tracking search trends as students go back to school this fall. The search data skewed flat to lower for most keywords, with 22 of 60 terms declining more than 5%, according
to the data.
Kantar's ad-equity ranking of media channels and brands found that online and mobile games showed the greatest improvement in consumer receptivity. Consumers find gaming ads more "trustworthy,"
"relevant," and "useful" as well as "fun and entertaining." YouTube, Google, and Facebook are still the most trusted social media platforms.
Against tough comparisons to the year-ago pandemic period -- when virtually all at-home media took off -- all video-game revenue inched up just 2% to $14 billion for Q2.
Cable and broadcast still command 64% of viewing time on TV screens, but streaming is up from 20% last year, and could reach 33% in 2022, says Nielsen.
Among mobile consumers ages 18-24, 68% shop on mobile up to four times weekly and 86% use mobile as a gaming platform, according to Tapjoy research released today.
Bud Light's Director of Sports Marketing talks esports opportunities for brands, Bud Light's own strategic approach and how (and how not) to suit up for the virtual game.
Given the deprecation of mobile user identity and location trackers, the vast majority of mobile advertisers and media buyers believe contextual targeting is resurgent. "Approximate data" is good
enough, they say.
One year and 19 in-depth consumer tracking studies later, Americans are feeling far more "hopeful" and less "worried," "scared" and "confused," but more "overwhelmed," "stressed," "sad," and
"frustrated" by the impact of the COVID-19 pandemic.
The most unhappy app environments are -- in this order -- social, utility, news and games (tied), according to a recent survey.
Theatrical ticket data showed gamers comprised 25% of the audience. Historically gamers have proven to be more likely than the general online population to purchase media and entertainment products.
Given this, Sony Pictures Entertainment set out to reach this lucrative segment on Twitch; the gamers go to social channel. This was no easy task, since gamers are a tight knit group filled with
habitual ad blockers, typically impervious to traditional advertising.
YouGov released its first major Gaming & Esports report, which includes general statistics and showcases newer, important segments around hardcore gamers, mobile gaming, and gaming video content, at
the end of October.
After years of double-digit percentage growth, U.S. content marketing revenues are expected to decline 6.8% due to the COVID-19 pandemic in 2020, according to PQ Media.
Mobile and cloud gaming -- and subscriptions -- will drive growth, even as revenue from stand-alone game purchases declines, says Juniper Research.
Brand spending -- both ad buys and sponsorships -- for esports is projected to rise from $279 million in 2016 to $1.1 billion in 2022, according to a forecast published as part of the just-released
"Ad Opportunities In Gaming" report from WARC.