Video Games
US Online Gamers To Reach 183 Million By 2024
eMarketer estimates that the number of US digital gamers will grow by 5.0% this year to 174.7 million.
Read MoreVideo Gamers By Age
Playing video games continues to be a favorite pastime for Americans, with three-quarters of US households having at least one video game player.
Read MoreDigital Marketing News This Week
Twitter’s new voice feature; Target recognizes Juneteenth; Spotify lands DC Comics podcasts; Netflix’ Reid Hastings donates $120 million to black colleges; Fox News doesn’t get Monty Python; Facebook’s Ad Library; #RIPTacoBell; Google Fragment Text Chrome extension; and Twitch growth statistics.
Read MoreAmerican Twitch Viewers, 2019-2023
eMarketer forecasts that 37.5 million people in the US will watch streaming video on Twitch at least monthly in 2020, meaning the video streaming platform will reach 15.5% of US digital video viewers this year.
Read MoreeSports Spending, 2014-2023 [CHART]
The business of video gaming is big and getting bigger, with a majority of US adults playing this year. A burgeoning area of the gaming industry is much like with regular sports: when people aren’t playing them, they like to watch others play.
Read MoreVideo Game Use By Platform [CHART]
Apple launched its subscription gaming service Arcade in late September as part of the company’s wider iOS 13 release, betting big on subscription gaming services and joining others like Google and Microsoft.
Read MoreVideo Game Spectator Sport Spending [CHART]
While gamers may be seen as easy targets for ridicule, the gaming industry is nothing to scoff at with 2018 revenues reported at more than $43 billion. Millennials, in particular, are big gamers with a new study by Nielsen reporting that two-thirds of US Millennials play video games every month.
Read MoreTop Video Game Purchase Factors [CHART]
About two-thirds (65%) of US adults play video games and three-quarters of Americans have at least one gamer in their household. So, with the Entertainment Software Association (ESA) reporting that US gamers spent a total of $43.4 billion last year on games, hardware and peripherals, who are these individuals and what influences them when buying games?
Read MoreChannels Where Mobile Users Encounter Offensive Content [CHART]
According to an April 2019 report from mobile video ad network AdColony, three in five consumers worldwide encounter offensive content on Facebook.
Read MoreTV Screen Use [CHART]
While TV devices have often been seen as a form of ‘traditional’ media by marketers, the reality is that some three-quarters of US households have an internet-connected TV.
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