Video Games
US Teens' Time Spent Online By Device [CHART]
A May study of US teens by security firm McAfee, for example, showed that teen internet users reported spending 13.5% of their online time on their smartphone.
Read MoreGlobal Entertainment & Media Spending Growth [CHART]
via marketingcharts.com Global spending on entertainment and media (E&M) increased by 4.9% in 2011, slightly more rapid than 2010’s 4.5% growth, but representing a lower rate than in previous years, according to a June 2012 report from PricewaterhouseCoopers (PwC). Internet advertising saw the fastest growth, of 18.7%, followed by TV subscriptions and license fees (excluding…
Read MoreThe Kinect-Compatible Amazon.com
It is obvious what Amazon.com’s next technology move should be: A virtual store through which customers can stroll from the comfort of their living rooms.
Read MoreFemale Console Gamers
21% of women gamers had used an Xbox 360 in 2011.
Read MoreVirtual Product Placement
The Jeep Wrangler gets a special Call of Duty edition, complete with product placement in the video game.
Read MoreThe Age Of Gamers
91% of U.S. kids between 2-17 are gamers.
Read MoreIn-Game Advertising
$7.2 billion will be spent on advertising in or around video games worldwide by 2016.
Read MoreOnline Gaming & Virtual Goods
Total US virtual goods spending will reach $2.1 billion in 2011.
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