MAY 5, 2020
Many online activities, including gaming, social networking and video viewing, were already transferring to smaller screens, and we expect that to continue for the foreseeable future. Key Takeaways. The coronavirus has rekindled growth in media usage in both France and Germany. With extra time on their hands, people are turning to media to stay entertained, informed and connected.
MAY 6, 2020
Digital video time spent: Includes any video content viewed on desktop or mobile devices; excludes time spent with video via social networks. *Non-internet activities refer to activities that do not require an internet connection, such as playing games offline, reading or listening to content that has already been downloaded or viewing photos. Audio Isn’t Picking Up the Slack.
MAY 1, 2020
The pandemic has made this content ecosystem even more vibrant, as many offline retailers and services integrated with social and live streaming commerce during quarantines in order to keep their businesses alive. Read Next.
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.
OCT 17, 2019
With gaming shifting to mobile, developers increasingly turn to ads, while marketers realize that games can reach a wide array of people.
NOV 14, 2019
Esports and gaming have burst into the mainstream in recent years, transforming from a vibrant niche to a central form of entertainment around the world. The global esports audience is exploding as a result, and that increasing viewership has brought more money, professional gamers, teams, leagues, and an overall maturation of the space.
NOV 25, 2019
While we don’t include ads embedded within video games that users are actively playing, we do include ads that are shown against streams of video gaming content in instances where the content is viewed on a TV. It’s become more common for people to use YouTube, Amazon-owned Twitch and Microsoft-owned Mixer to watch other people playing video games.
JUL 25, 2019
Media and entertainment companies are increasing their digital ad spend at a greater rate than other verticals as revenues surge in the music and film industries and digital video and gaming platforms try to outcompete one another.
SEP 5, 2019
YouTube has been the OG for video creators for years, but now the social properties are making bigger inroads into this popular content format. That’s bringing new ways for marketers to work with creators on Facebook, Snapchat, TikTok and more.
SEP 19, 2019
Gaming and Sports. YouTube has also been growing its ad business through streaming gaming and sports content. The popularization of gaming and competitive sports online has also contributed to the rise in esports, which we define as organized gaming competitions among professional teams and players. Not all gamers play on their phones, but most do.
MAY 12, 2021
NOV 9, 2020
Doug Scott, CMO of Twitch, speaks with eMarketer vice president of business development Marissa Coslov about the livestreaming platform’s user growth surge, the impact of popular programming beyond gaming, and building communities.
APR 22, 2020
That’s an increase of 46.1%, the second-fastest growth rate for the social networks after Instagram. We will be updating our forecast again in June. Direct-response advertising now makes up half of Snap’s revenues. Snap said direct-response advertising now accounts for more than half of its worldwide revenues.
DEC 19, 2019
We expect more mobile AR, remote gaming and interactive video to come, as publishers can take advantage of cloud computing, low latency and higher throughput rates to deliver new forms of media and advertising. Although 2019 was the symbolic beginning of the 5G era, 2020 will have the first stirrings of the 5G services and media revolution.
NOV 4, 2020
During the early days of the pandemic, livestreams on social platforms were able to fill part of the void caused by social distancing and quarantine measures. Per StreamElements data, there was a 45% month-over-month increase in livestreaming hours in April on major gaming platforms such as Twitch, YouTube Gaming, and Facebook Gaming.
OCT 19, 2021
Retail investing had a watershed moment earlier this year when investors coordinated on the Reddit page r/WallStreetBets to pump the value of video game retailer GameStop’s shares. A meme stock was born, and the forum, which boasts close to 11 million members at the time of writing, has continued to rattle markets.
MAY 13, 2021
MAY 17, 2021
MAY 17, 2021
MAR 2, 2020
But as Twitch loses share to competitors like YouTube, Mixer and Facebook Gaming, that growth will slow. "Twitch, which is owned by Amazon, hosts streaming video content primarily focused on video games, including live streamed broadcasts. [Live and non-live content] is now too big for the internet giants to ignore," Vahle said.
DEC 3, 2021
Some app developers—particularly those in the gaming category—have banked on consumers’ increased comfort with subscriptions as a result. Sensor Tower estimates that 29% of the top 100 games by US App Store revenue monetized via subscriptions in 2020, up from 17% in 2018.
FEB 2, 2021
eMarketer junior forecasting analyst Zach Goldner and senior forecasting analyst at Insider Intelligence Oscar Orozco discuss how US media use will change in 2021: Are fewer Americans watching TV, which digital devices are being used more, and how much time is spent with TikTok and Disney+? They then talk about how much people are willing to pay for TV streaming, virtually co-viewing digital content, and whether video games have replaced music as the most important aspect of youth culture.
JAN 26, 2021
“Connected TVs and video game consoles are the main beneficiaries of the cord-cutting trend due to increases in the number of subscription OTT and ad-free video-on-demand users and content offerings.”. See below for break-outs by media type. Social NetworkTime: 1:05, up from 56 minutes in 2019. Digital Video Time: 2:13, up from 1:46 in 2019. Digital Audio Time: 1:29, up from 1:22 in 2019.
Performance Metrics |
APR 1, 2020
FEB 18, 2020
According to a January 2019 report by marketing agency Fuse, nearly half (48%) of teens surveyed cited mobile phones as their favorite technology, topping gaming (27%) and social media (20%). Less Impressive Are Wearables and Voice Assistants.