Gamers now spend as much time playing video games as they do watching TV, and younger players devote even more time to gaming.
Streaming, gaming and social platforms dominate attention even as overall spending declines.
A new Bain & Co. report finds 65% of gamers say "ads interrupt my gaming experience." The research also shows gamers are making more in-game purchases based on in-game ads -  46%, up from 40%.
Former Meta employees have come forward alleging that the tech giant buried internal research findings focused on safety concerns regarding users under the age of 13, including negative effects
stemming from Meta's virtual-reality products and platforms.
Just when I thought the digital media universe couldn't get more alienating, Horizon Media's research team stumbled on an incredible new Millennial-Alpha household trend: family time.
Despite a range of recently launched child-safety tools, Roblox may be a dangerous platform for children. New research depicts "deeply disturbing" evidence of adults easily preying on underage users.
Turning awareness into purchase intent requires brands to influence consumer decisions through a process of fostering meaningful connections.
The willingness to pay for games is associated with a preference for immersive experiences without intrusive ads.
Across all publishers, 258,000 apps were downloaded per minute in 2024 for iOS and Android operating systems - down 1% vs. the prior year for iOS and Google Play stores, according to a new report
released by Sensor Tower.
Although ad-supported streaming and digital platform businesses continue to show gains, a GfK study for the TVB says, ad-free streaming platforms are still a big part of the streaming marketplace.
Brands can participate in these cultural moments, but they must be mindful of not being too intrusive.
Brands have an opportunity to participate in the gaming platform with targeted advertising.
Sixty-seven percent of game players say that they often consume other media while gaming.
The satellite-based broadband service has the potential to increase the streaming audience in remote areas.
Microsoft's AI Trace research project introduces a new approach to training and automatically optimizing AI-run systems, with the possibility to optimize ad delivery, recommendations, fraud detection,
and more.
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.