NOV 3, 2020
eMarketer principal analyst Debra Aho Williamson and junior analyst at Insider Intelligence Blake Droesch discuss Snapchat's surprising Q3 earnings. They then talk about the current TikTok debacle, how Facebook is monetizing WhatsApp, and the development of Facebook Gaming.
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.
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.
JUN 24, 2020
App bidding (think header bidding for mobile apps) is becoming a more popular way for developers to optimize yield from their mobile apps. Andy Berman, head of North America at Facebook Publisher Solutions, joins eMarketer principal analyst at Insider Intelligence Nicole Perrin to discuss increased engagement with mobile games during the pandemic and how a hybrid model of in-app purchases and in-app advertising is working for app publishers.
MAR 10, 2020
eMarketer sales executive Michael Bruckenthal, principal analyst Mark Dolliver and junior analyst Blake Droesch discuss how traditional sports are taking lessons from esports to create a more engaging viewing experience. Then Mark and Blake talk about Apple allowing push notification ads, the details of the KIDS Act bill, how Facebook is changing its digital currency ambitions and how the popularity of streaming services influence its ads.
JUL 27, 2020
Microsoft’s Mixer commanded a smaller presence in the gaming space until it shut down on July 22 and announced that its viewers would be redirected to Facebook Gaming, which has made a push into esports and gaming. Marketers approaching the gaming space will often advertise on professional esports as well as amateur gaming streams.
JUN 22, 2021
OCT 21, 2021
Most other activities (including video streaming, print press, and digital press) took up less than 30 minutes, while gaming and broadcast radio consumed slightly more. Social networking, including messaging, was a notable exception, estimated at 50 minutes daily. Fewer than half the internet users polled in 2021 listened to live radio, or read either print newspapers or magazines.
JUN 17, 2021
MAY 5, 2021
Sony integrates Discord: Two weeks after Microsoft’s efforts to buy Discord crumbled, Sony announced an investment in and partnership with Discord that will embed it in its gaming services.
DEC 2, 2021
Additionally, multiplayer video games like Fortnite and Roblox partnered with music advertisers to hold virtual, in-game concerts. Why this matters: The changes to the advertising landscape brought on by the pandemic are clear now that growth is back on track with its pre-pandemic trends.
JUL 16, 2020
“The one category that has been steadily very strong has been gaming,” Klimenko said. “It’s driving app usage and installs across the platform and has been steadily up throughout the lockdown.”. We estimate that overall gaming ad revenues will grow roughly 10% in 2020 to $3.61 billion, with the bulk of this spending in mobile.
JUN 7, 2021
MAY 3, 2021
Extended reality (XR) technologies are still mostly related to gaming, entertainment, and social media, but their applications are evolving quickly as more consumers and businesses test out immersive experiences.
JUN 2, 2020
Well into the pandemic, consumers still say they are spending more time with social media. Activities like live streaming, video chatting and gaming are drawing some of them in.
JUN 4, 2020
The coronavirus pandemic is changing how people interact, and mobile devices have served as a social and entertainment lifeline as Americans stay at home and practice social distancing measures. This report looks at how US adults are using those devices.
APR 7, 2020
However, gaming-related VR usage among headset owners may increase as more people stay home and pursue activities that encourage “social distancing,” including playing video games, partaking in social VR, using more AR features on social networks and experimenting with 360-degree virtual shopping and travel videos.
MAR 25, 2020
The COVID-19 pandemic and efforts to mitigate it are wreaking havoc on the economy. How will advertisers respond? We looked back at our coverage of the industry during the Great Recession of 2007-2009 for historical perspective and precedents.
DEC 9, 2019
What it means for marketers: The resurgence of live streaming presents an opportunity for marketers to reach new sets of audiences and deepen engagement with existing customers on social and ecommerce platforms. Live streaming is set for a comeback, and it won’t be just for gamers and esports viewers anymore.
MAY 25, 2021
APR 8, 2021
Worldwide Q3 2020 data shows that most Facebook users have watched video content on the social network, but Facebook Live and Watch have yet to garner mass user attention. Even Facebook Gaming hasn't amassed nearly as large an audience as its competitor, Twitch. Report: The US Gaming Ecosystem 2021.
APR 9, 2021
Gaming apps saw the least opt-ins. Overall, nongaming apps had a per-user opt-in rate of 42%, while gaming apps saw a rate of 30%. Of gaming apps, the hardcore gaming category was the lowest-performing, with a per-user opt-in rate of 19%.
MAY 13, 2020
In the early stages of the COVID-19 outbreak, third-party surveys and snapshots of Japan’s digital landscape indicated that time spent on mobile devices, desktops and gaming consoles increased just as rapidly as time spent on TV, and sometimes more so. Concurrently, we expect a pop in 2020’s growth rate for average daily time spent with digital media.
JAN 13, 2020
However, some parents also treat gaming as a family-togetherness activity—57% said they play video games with their kids at least weekly. Gaming also gives kids—largely excluded from the major social networks—opportunities to interact with people beyond the bounds of family. This came across in Disney Channel data, released in February 2019, from a survey of 6-to-14s in the US.
MAY 11, 2020
Confined to their homes, most people increased how much time they spend with media during a period of unprecedented social isolation. Our complete estimates for Canada time spent with media can be found in this report's accompanying spreadsheet.