Esports viewership has not caught up to the media hype – but there could be upcoming growth opportunities.
While the coronavirus pandemic caused every major US sports league to suspend its season, esports resumed relatively quickly. Leagues pivoted from competing inside venues to an online-only format where teams and production crews operated remotely. Despite any short-term struggles from large advertising downturns, the outlook for esports remains positive.
Esports received heightened media attention during the onset of the coronavirus pandemic. While the publicity helped bring awareness to the growing industry, the pandemic will not have a significant impact on annual esports viewership or advertising revenues in the US.
As Americans hunkered down under stay-at-home guidelines for much of March and April, they unsurprisingly consumed more mobile media. The added mobile time, however, wasn’t distributed equally.
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.
This report examines key takeaways from our most recent forecasts for US virtual reality (VR) and augmented reality (AR) users.
We forecast that 37.5 million people in the US will watch streaming video on Twitch at least monthly in 2020, meaning the video streaming platform will reach 15.5% of US digital video viewers this year. At its current pace, Twitch will surpass 40 million US users by the end of 2021, according to our first ever forecast for the platform.
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.
This report looks at how digital technology fits into the daily lives of US kids—digital natives who, compared with teens and young adults, aren’t really all that digital.
In this year’s Key Digital Trends report, we identify what changes are coming to the digital media and technology landscape in 2020 and why they matter to marketers.
Adults in China spend more time on digital than they do with any other media. Moreover, time spent on digital will continue to grow at a rapid pace, encroaching on time spent with traditional media.
UK adults have reached peak media consumption, spending an average of 9 hours, 38 minutes each day with media. Time spent is shifting to digital channels, particularly to smartphones.
Time spent with media by US adults has nearly stopped growing as the gains in digital usage do little more than offset the declines in time spent with TV and other old media.
US adults continue to spend time with smartphones at the expense of TV, desktop and tablets, but emerging devices and changing consumer preferences may decelerate this trend.
Gaming has gone mainstream, with 86% of internet users worldwide noting they have gamed on at least one device within the past month, and that figure climbed to 92% among those ages 16 to 24, according to a March 2019 report from GlobalWebIndex.
This report examines key takeaways from our latest forecasts for US virtual reality (VR) and augmented reality (AR) users.
Competitive video gaming is a rapidly growing, multibillion-dollar industry, presenting new opportunities for marketers to reach and engage with fans. Esports ad revenues are poised to surpass $200 million by next year, according to eMarketer’s first forecast on esports and gaming revenues.
Most people think of gamers as Xbox-obsessed teenagers, but it turns out that mobile is by far the more popular place to play.
John Egan, head of demand, EMEA, at mobile app ad exchange MoPub, a Twitter company, discusses how marketers are continuing to work on cracking the code on in-app programmatic advertising.
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