Report
| AUG 12, 2020
Entertainment includes amusement and recreation, box office, film, music, TV and video games (excluding video game hardware).
Report
| OCT 15, 2020
Report
| OCT 15, 2020
Report
| OCT 15, 2020
Chart
| JUL 30, 2021
Article
| APR 16, 2021
Tencent was able to leverage the extra time that consumers spent using WeChat and playing its video games to increase its take by 17.7% YoY in 2020. Alibaba, too, outperformed our mid-2020 expectations by several percentage points. Of the major players, only Baidu—overly reliant on search and already struggling before the pandemic—saw a net contraction in digital ad revenues last year.
Chart
| MAY 20, 2021
Report
| OCT 15, 2020
Report
| JUL 1, 2020
Among internet users ages 16 to 64, 39% of respondents polled in France and 21% of those in Germany were spending more time with computer or video games. Many were also devoting more time to video streaming services, social media or messaging platforms. More than one in eight were spending more time with apps or audio streaming services.
Report
| APR 21, 2020
Article
| APR 2, 2021
Article
| NOV 3, 2020
Early in the pandemic, most consumers went through a panic-buying period—stocking up on essential goods like toilet paper—as uncertainty over lockdown restrictions loomed.
Report
| MAR 5, 2020
While introducing its soon-to-be-available $400 software development kit (SDK), the company said the system is ideal for gaming and other VR and AR applications, where users can “have their brain directly connected to the digital world, bypassing their physical body and creating a fully immersive experience.”.
Article
| SEP 23, 2020
The US computing products & consumer electronics industry will be the fastest growing digital ad spender in 2020, increasing its spend by 18.0% in a year when the total US digital ad market will only grow by 1.7%.
Report
| MAY 12, 2020
*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.
Report
| JUL 6, 2020
Tencent’s climb has been slower, and mainly driven by ad sales associated with its massive gaming empire—which also saw a boost in H1 2020 due to various quarantines and lockdowns. We expect Tencent to see 16.8% growth in digital ad sales this year, as the company better known for WeChat continues to work up from a low base.
Article
| APR 23, 2021
Should free apps cost users their privacy?
Report
| APR 22, 2020
While the coronavirus pandemic has yet to reach its apex, it’s clear that mobile ad spend will fall significantly in the short-term, not rise as we expected in our most recent estimates.
Report
| JUN 30, 2020
Facebook is relatively less exposed to the travel industry and has attracted advertisers in categories that continued to transact heavily during stay-at-home orders, including direct-to-consumer (D2C) ecommerce and digital gaming. Instagram’s Outlook Remains Bright. Getting under the hood of Facebook’s performance, it’s important to consider Instagram’s role in its success.
Article
| JUN 29, 2020
As large numbers of people continue to work, study and connect with friends from home, they’re spending more time on portable internet devices.
Report
| FEB 20, 2020
Esports: Organized gaming competitions among professional players and teams. Linear TV: Television programming distributed through cable, satellite or broadcast networks; includes VOD. Multichannel video programming distributor (MVPD): A service provider that delivers programming over cable, satellite, or wireline or wireless networks.
Report
| APR 28, 2020
Some 29% of respondents said they’d be spending more time with social media, and the same percentage planned to watch more video content and do more video gaming. As a result, these media environments might provide relevant brands with larger audiences than usual and could be worth investment.
Report
| FEB 25, 2020
Surrency also pointed to another medium that has a strong position in millennial family households: video gaming. She said half of millennial parents reported that “family time at home is spent playing games.” Parents are making that “a Friday night, Saturday morning activity with their children.”. The Omnichannel Shoppers.
Chart
| JUL 22, 2021
Report
| NOV 13, 2020
This gap in capturing viewership is critical for ensuring that ads for power tools and golf clubs, for example, are put in front of adult males, while video game commercials show up when younger people are watching. Misdirected ads will dampen sales lift.