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  • Article
     | 
    APR 29, 2022

    But now, with a majority of apps showing the tracking pop-up, just under half of users have opted in. 46% of users across all app categories consented to tracking, far above initial estimates that anywhere from 2% to 20% would opt-in. 80% of all iOS apps have implemented the tracking pop-up, with gaming apps leading at 91%. The sooner users are prompted, the better.

  • Report
     | 
    APR 4, 2022

    AR in Gaming and Retail. It’s no surprise that social AR is so popular—but so are AR games and product visualizations. The next ​Pokémon Go hasn’t arrived yet, but AR games are still one of the leading way people engage with AR. Gaming was the most widespread AR content (although not necessarily the most regularly used), per ARtillery Intelligence and Thrive Analytics.

  • Article
     | 
    FEB 9, 2022

    Nvidia ends quest to purchase Arm for $40B: The merger that collapsed under regulatory pressure and potential lawsuits serves as a cautionary tale in a frenzied Big Tech M&A environment.

  • Article
     | 
    JUN 14, 2022

    Apple announced its Apple Silicon M2 processor last week, Samsung overtook Intel as the leading chipmaker in 2021, and Qualcomm is doubling down on mobile and gaming chips. Chip overcapacity feared as PC sales decline: PC sales are expected to slow in 2022, per IDC, which forecasts an 8.2% YoY drop to 321.1 million units.

  • Article
     | 
    JUN 10, 2022

    Meta’s misses: The initial buzz around the metaverse—heralded as the future of gaming, live events, business and productivity, real-estate, and social networking—has waned considerably as investors take a more sober wait-and-see approach. Meta’s stock price has declined by 40% since the start of 2022, and employees say that Facebook’s business is plateauing and that it could be the next Yahoo.

  • Article
     | 
    MAY 24, 2022

    Ad placements will be organized into 12 categories, including beauty, fashion, cooking, and gaming. This gives advertisers another option for audience targeting on top of custom or lookalike audiences, as well as behavior, demographic, device, and interest targeting—which are similar to options on other social networks’ ad platforms and familiar to most social media managers.

  • Report
     | 
    JUL 22, 2021

    According to a November 2020 Toluna and Harris Interactive survey of mobile gamers in the US, UK, Germany, France, and Australia, 60% were familiar with rewarded ads in mobile games—and 54% even said they liked these ads, while just 17% disliked them. Mobile gamers were most likely to dislike screen takeovers (44%) and banners (32%).

  • Article
     | 
    MAY 3, 2022

    Smartphones are the leading device for accessing the internet in China, and time spent will continue to increase as people spend more time gaming, following a nine-month ban on releasing new games that ended in April 2022. Like anywhere, time spent online in China is spread across activities, but Douyin in particular has a massive draw among smartphone users.

  • Article
     | 
    MAY 6, 2022

    Competing metaverses in gaming, social networking, work, and productivity, can seize the narrative—and the talent—while Meta seemingly flounders. The big takeaway: Meta is struggling to sustain its legacy ecosystem in Facebook, which, if it continues to lose money, would delay necessary hiring and funding of its future metaverse expansion.

  • Article
     | 
    MAR 23, 2022

    Gamers in the country have been spending on in-game skins, apparel, and items for years. About half (50.4%) of internet users in China are online gamers, according to CNNIC, and video game spending in the country grew 6.4% to RMB 296.5 billion ($45.9 billion) in 2021, according to a study by gaming industry research firm CNG.

  • Article
     | 
    MAR 17, 2022

    There also appears to be a rift growing between Big Tech’s vision for the metaverse and the gaming industry’s: Former Nintendo of America president Reggie Fils-Aimé recently criticized Meta’s plans and (unsurprisingly) said he has more faith in prototypes from gaming companies like Roblox and Epic Games.

  • Article
     | 
    MAY 10, 2022

    Since the pandemic, consumers in region have embraced smartphones for a range of purposes: mobile payments, videos, gaming, ride-hailing, and food-delivery, to name a few. Once a hot commodity, tablet user growth has hit a wall. Tablet users in Southeast Asia will grow by less than 1% annually through our forecast period.

  • Article
     | 
    JUN 14, 2022

    The news: Approximately 17% of all ads delivered through connected TV (CTV) devices like dongles or gaming consoles are playing while televisions are off, costing marketers $1 billion per year in wasted ad spend, according to a report from GroupM and iSpot. GroupM and iSpot said they found “virtually no incidence” of the issue when users were streaming from native smart TV apps.

  • Article
     | 
    JUN 6, 2022

    Epic’s Unreal Engine is a gaming and video tool for the creation of realistic 3D graphics. Its application in automotive interface design could yield more intuitive user interfaces that improve overall safety. Rimac raises $536 million for EV pivot: The Croatian hypercar maker raised €500 million ($536 million) to secure its growth into global EV components, per TechCrunch.

  • Article
     | 
    MAY 26, 2022

    In the days after the Buffalo shooting, both New York and New Jersey launched investigations into Twitch and social gaming app Discord. Ulvade conspiracy theories: This week’s mass shooting at an elementary school in Ulvade, coming just days after the Buffalo incident, reignited concerns about social media’s role in the aftermath of violent events after misinformation about the shooter spread online.

  • Chart
     | 
    MAR 9, 2022
  • Chart
     | 
    OCT 20, 2021
  • Article
     | 
    JAN 20, 2022

    The news: Oasis Consortium, a group of game developers and online companies envisioning an ethical and safe internet, are spearheading efforts to introduce safeguards and ethics in the metaverse and other VR environments.

  • Article
     | 
    MAR 10, 2021

    Roblox could become a brand advertising powerhouse: Brands flocked to video games for experiential marketing during the pandemic—but Roblox's lasting popularity with kids and its planned ad capabilities could keep it an appealing option even after lockdowns end.

  • Audio
     | 
    JUN 3, 2021

    On today's episode, we discuss Amazon's Q1 advertising performance, where its ad dollars are coming from, the retail media competitors to watch out for, and whether a fourth digital ad giant will emerge. We then talk about why TV networks aren’t prioritizing programmatic as they move into the world of streaming, Verizon's new digital out-of-home ads, and why Netflix might be preparing to venture into the video game universe. Tune in to the discussion with eMarketer senior forecasting analyst at Insider Intelligence Eric Haggstrom.

  • Audio
     | 
    JUL 15, 2020

    Laura Martin, managing director at Needham & Company, joins eMarketer co-founder and Insider Intelligence chief evangelist Geoff Ramsey to discuss her outlook for ad spending, the Facebook boycotts, the importance of the gaming audience and why Netflix cannot survive unless it embraces advertising.

  • Article
     | 
    APR 27, 2022

    The opening of a physical store represents the Facebook parent company’s latest effort to sell people on its vision of the metaverse—the immersive digital world for working, socializing, and gaming—that’s accessible via headsets. Meta’s metaverse bet will only pay off if it can demonstrate the value of investing in hardware to experience the virtual world.

  • Article
     | 
    MAR 28, 2022

    Major Chinese companies, including app developer Tencent, gaming giant NetEase, and payment processor Ant Group, are creating platforms for publishing and distributing NFTs. The development of the metaverse will likely fuel NFT popularity.

  • Report
     | 
    OCT 21, 2021

    Though South Korea is widely associated with high-level video games and keen digital gamers, much of that activity seems to take place on PCs and smartphones; just 15.0% of internet users in the country owned a dedicated game console in H1 2021. That share was only marginally higher among males (17.6%) and affluent respondents (19.1%), but did pass 20% in the 35-to-44 age group.

  • Audio
     | 
    APR 14, 2020

    eMarketer sales executive Michael Bruckenthal, junior analyst Blake Droesch, forecasting analyst Eric Haggstrom and director of corporate accounts Brandon Galindo discuss how esports is changing since the coronavirus pandemic. How successful have the gaming tournaments been, what's happening with gaming engagement and what do advertisers need to know? Then Blake and Eric talk about Instagram 'Co-Watching' and simultaneous streaming, the buying/discovery ratio and Snapchat Stories on other platforms.

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