Streamers are clamoring for video game adaptations: Netflix’s latest animated series shows why game publishers and streamers are striking so many deals.
About half of internet users ages 10 to 41 spend money on video games worldwide, and younger users are more likely to cough up.
On today's episode, we discuss what to make of Snapchat's Q2 sales slump, what the No. 1 challenge facing the company is, and how Snapchat+ will fair. "In Other News," we talk about how to best interact with Gen Zers on social media and the significance of TikTok testing games in the app. Tune in to the discussion with our analyst Jasmine Enberg.
Are parental controls enough to keep kids safe in the metaverse? Desperate for new users, Meta is putting the onus on parents to supervise their teens’ access to Quest and Instagram.
Though video gaming has been around for decades, it was the entertainment of choice for many during the pandemic.
US smartphone gamers will spend $18.83 billion on virtual goods this year, a massive sum compared with the $0.78 billion they’ll spend on subscriptions. These intangible assets make up a growing industry in the gaming world, especially as more companies—from Nike to Spotify to Chipotle—enter the metaverse via games like Roblox.
Gamers want to see creative ads that are seamlessly integrated into gameplay. Some 41% of US gamers ages 18 to 34 would like rewards for devoting time and attention to in-game ads. Meanwhile, 32% believe ads should never interrupt a hardcore gamer’s flow.
Intel earns Nvidia’s vote as potential foundry partner: Future Intel chip fabs could boost capacity for GPUs and other chips, taking away TSMC and Samsung’s dominance and bringing production closer to home.
Among US gamers, Facebook Gaming is the most popular destination for viewing live gameplay, with 42% watching esports and other gaming livestreams on the platform.
Meta, the company formerly known as Facebook, owns the top four mobile apps worldwide, with WhatsApp, Facebook Messenger, Facebook, and Instagram seeing the most cumulative downloads between Q1 2014 and Q3 2021.
Among mobile gamers in the US, more than half said they typically play smartphone games while watching TV.
How Olympic viewers streamed the opening ceremony
China’s Singles’ Day is no longer just a discount shopping event, as participating digital giants are now leveraging livestreams, new product launches, and novel technologies to enhance customer engagement and the buying experience.
Despite the return of some sporting events like NBA exhibition games and the MLB, marketers are delaying their planned ad spend.
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.
It’s an unusual time, to say the least. But Americans are reacting to the coronavirus pandemic and resulting stay-at-home orders partially by retreating to a number of familiar activities, including hanging out with other household members and spending time on hobbies. The need to stay occupied and entertained at home has led to a boom in sectors like video gaming—but also lower-tech crafts, toys and games.
Amid all the handwringing about screen time—plus the demise of Toys "R" Us—one could easily imagine that kids have lost interest in toys. But they haven’t.
Growing numbers of internet users in France and Germany now watch digital video, stream music and play games online. Younger people are leading this digital charge, while many older residents are more loyal to traditional media.
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