Consumers - especially young consumers - want streaming "bundles" to be more than just TV-video programming, according to a new study from Hub Entertainment Research.
LinkedIn is looking to provide its users with simple, puzzle-based experiences similar to the wildly popular 'New York Times' games like Wordle, Spelling Bee and Connections.
People who play mobile puzzle or action games have a greater affinity for media and entertainment than do people who play mobile word or card games.
FAST TV channels and services are seeing a transformative shift, challenging the misconception that they are a repository for older, less valuable content, a Samsung Ads study finds.
Seven paid video and audio streaming services are among the most common items within U.S. household budgets, but five are also among the top 10 items most likely to be cut if finances get tight.
Recovery during challenging economic times is a difficult process and risk can explode in directions marketers could not imagine, even with progressive technologies like machine learning and AI.
Elon Musk, Mark Zuckerberg, Bill Gates and Sam Altman were among more than 20 business leaders meeting with senators this week. The first bipartisan AI Insight Forum is part of a series of gatherings
to craft AI law.
Adoption of cloud gaming is growing, and Netflix's no-fee approach and targeting of casual gamers is a wise approach, a researcher reports.
Total TV screen time for kids 2-17 grew about 20% in June vs. May, largely driven by non-traditional viewing, according to Nielsen. Non-traditional TV options including streaming and video games
amounted to 90% of the increased usage.
Even younger versus older Millennials show markedly different preference patterns.
They also have an even stronger preference for targeted, relevant ads than CTV owners as a whole.
How could Gen Z be longing for something it never experienced? New research from Horizon Media explains a peculiar -- and pervasive -- flavor of nostalgia.
Game consoles are down from a 26% share in 2015, TVs are up from 31% in that year, according to researcher.
Finding time for themselves is especially difficult for women between the ages of 25 and 54, when many are juggling multiple responsibilities.
Gaming captures less than 5% of advertiser budgets, but gaming makes up a bigger part of people's media time.
While measurement still needs work, gaming ads are no longer too costly, brand-risky, unscalable or limited in full-funnel effectiveness, according to an IAB report.
The popularity of sports betting and the frequent transfer of money makes it a prime target for malicious attacks, cybersecurity company HUMAN says.
Americans have a dismal view of the national news media. Only 26% have a favorable opinion, while 53% have an unfavorable one, according to American Views 2022: Part 2, a Gallup/Knight Foundation
study released last week.
Younger viewers confirm that they spend more time on gaming and short-form non-premium video than traditional TV or even VOD movies.
"Ad environments that fall into grey areas require careful judgment calls be made by brands and their agencies," notes Joshua Lowcock, global chief media officer at UM.
About 40% of parents in lower-income households said their children don't play sports, compared with only 11% of parents in higher-income homes.
The portion of women gamers who experienced such toxicity from male gamers has more than doubled since 2019.
Gaming is everywhere, and is for everyone. The question is no longer "do you game?", but "what do you play?" How can a range of publishers better understand and capture the many demos and the energy
of gaming? Enthusiast Gaming's SVP, Global Head of Sales & Marketing, Amanda Rubin, shares what it has learned about understanding gaming as a social connector, how it innovates in ad products, and
opens a door for publishers into Web3/Metaverse futures.
Instagram, TikTok and Spotify all joined the top 100 "most connected" U.S. brands this year, according to an annual study released by Opinium this morning.
The slowdown in connected video devices is largely due to slower growth of video-enabled mobile phones, according to S&P Global Market Research, which projects streaming video-enabled smart TV sets
will continue to rise over the next four years, while streaming media players and gaming consoles will see a decline.
Families are using video games to better connect during the holidays, a survey finds, with 38% of respondents saying they play video games during the holidays and that video games are one of their top
five family holiday activities.
Dentsu has identified the six most popular reasons that people play video games.
Popular metaverse-hosted games like Roblox are "gateways" to the metaverse for kids under 12, according to a new survey.
The new research fuses Dentsu's 400,000-respondent CCS panel with the attributes and behaviors of gamers in GWI's database of 2 billion internet users.
Younger audiences are more likely to choose social media or video games for entertainment.