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.
When live sports events were suspended in late February due to concerns about the COVID-19 pandemic, it contributed to a seesaw effect that drove traffic down to sports-related sites, but also
contributed to a surge in traffic to online gaming and esports sites. That's one of the findings from Comscore's just released "State Of Gaming" report.
Nicole Pike left Nielsen in mid-June to take up a position at YouGov as the Global Sector Head of Esports and Gaming -- a position uniquely created for her, it seems.
The COVID-19 pandemic drove U.S. consumption of online video views up 53% and time spent viewing them by 319%, according to the just-released Q1 2020 edition of Brightcove's Global Video Index.
Globally, enterprise video consumption soared 97% in views, 35% in time spent, and 135% on time spent watching on connected TVs.
The stay-at-home restrictions of the COVID-19 pandemic have been a boon for many media, but for video games this accelerated a rise in share of time spent with media that was already well underway,
according to a new report from the equity research team at UBS. "Before COVID-19, we had observed continued momentum for video games; however, with "shelter-in-place" restrictions, we have seen video
game consumption accelerate,"writes UBS analyst Eric Sheridan in a report sent to investors Sunday.
New data from eMarketer and Ipsos shows online gaming community and content publisher Twitch is approaching critical mass, especially among younger users.
One of the big questions coming out of CES is which innovations will scale and have enough sustainable consumer interest. The next logical question is which consumers will adopt the new technologies
Global video gaming revenue is poised to rise 10% in 2019 vs. a year ago -- positioned to be the second-biggest media/entertainment business worldwide. But down the road things will get much tougher.
Discovery, emotional investment, and evangelism comprise 75% of the fan market and account for 91% of fans' spend, an Ipsos study finds.
The ads engaged users with hit after hit of reward, and Subway capitalized on this with a post-game call-to-action that prompted users to learn more in a secondary tab.
The strategy was to use gaming to demonstrate the Note9's hidden traits in the same way gamers revealed their own characteristics.