Forecasts
| FEB 8, 2022
Chart
| MAR 1, 2022
Chart
| MAR 1, 2022
Article
| OCT 19, 2021
This year, a resounding 2.96 billion people worldwide will play digital games, whether via console, computer, or mobile device.
Chart
| MAY 12, 2022
Chart
| APR 11, 2022
Forecasts
| DEC 15, 2021
Chart
| MAR 24, 2022
Chart
| FEB 15, 2022
Article
| MAR 30, 2022
Subscriptions are becoming increasingly important to the video game industry: That’s the lesson from Sony’s launch of its new service, which is set to take on Microsoft’s Game Pass.
Chart
| FEB 8, 2022
Chart
| FEB 1, 2022
Chart
| JAN 20, 2022
Report
| MAY 27, 2021
The remainder of media time with “other connected devices” is composed of other digital activities, such as online gaming via internet-connected gaming consoles. OTT video service usage surged during the pandemic and will drive most of the sustained gains in media time on “other connected devices,” specifically CTV devices where these services are commonly accessed.
Article
| APR 25, 2022
Consumers are worried about the surge of ads in gaming: Xbox and Sony both have in-game ad programs in the works, and consumers aren’t thrilled.
Article
| FEB 23, 2022
Apple’s blowout Q4 highlighted strength in iPhone, Mac, and AirPod sales, while gaming consoles, smart TVs, home audio, and smart home electronics all continued to perform. Amazon, Walmart, and eBay again topped the list.
Article
| JAN 5, 2022
Samsung smart TVs will bring video games to users this year: The connected TV (CTV) manufacturer partners with several game streaming services in a move that could spur similar features from rivals.
Report
| MAR 17, 2021
Digital gaming and viewership of gaming video content (GVC) has become more popular amid the pandemic. In 2021, some of this activity will see modest growth, while interest in other forms of gaming will taper off.
Report
| OCT 21, 2021
Even gaming consoles benefited from consumers’ changing priorities during the health crisis; penetration bounced back from a dip in 2020, to 39.1%. Social media and voice assistants got more attention in this year’s survey. In H1 2021, 92.2% of internet users polled had checked in to at least one of 37 named social networks in the prior month, and 91.2% had used a messaging service.
Report
| OCT 21, 2021
The share of internet users who owned a gaming console continued to rise, however, surpassing 43%. Smartwatches and smart wristbands also gained market share in H1 2021, with penetration rising to double digits (11.6% and 10.0%, respectively). Smart home products—such as remotely controlled energy monitors or smart appliances—broke into double digits too, as ownership climbed to 11.7%.
Chart
| FEB 1, 2021
Chart
| DEC 14, 2021
Article
| JAN 25, 2022
ES: Pricing, performance, and ease of use dictated who owned the market in the early days of personal computing. Today, VR ecosystems and platforms continue that trend as the metaverse takes shape: Consumers, developers, and content producers will eventually decide the future of the metaverse, but they will be limited by hardware’s capabilities. We look at the state of VR hardware, the key players, and how gaming could serve as a gateway to VR/AR adoption.
Article
| NOV 3, 2021
Nintendo plans to produce just 24 million Switch OLED consoles for the current fiscal year—far fewer than the 28.8 million original Switch units it sold in the previous fiscal year and well under the sales target of 25.5 million consoles it set in May.
Article
| JAN 8, 2022
Samsung unveiled the Samsung Gaming Hub, allowing users to stream games on their smart TVs—no gaming console necessary. Powerfoyle and Mayht teamed up to create Bluetooth speakers that recharge using any light source—no charging cables needed. Kohler announced a PerfectFill smart bath controller and a ceiling-mounted faucet.