Joshua Dyck, professor and co-director of the Center for Public Opinion at the University of Massachusetts Lowell, discusses why esports has drawn so many teens, and how advertisers can insert themselves into the gaming community.
Associate Professor and Co-Director, Center for Public Opinion
University of Massachusetts Lowell
There are 114 charts about 'Mobile Games'
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What Types of Mobile Apps Have Smartphone Users in Mexico Installed? (millions and % of respondents, by type, Q2 2018)
Internet Users in South Korea Who Play Mobile Games, by Demographic, Jan 2019 (% of respondents in each group)
What Devices Do Internet Users Worldwide Use to Play Video Games? (% of respondents, by demographic, Q3 2018)
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Gaming Goes Mainstream, but Play Varies by Gender and Age
Apr 14, 2019
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.
Playable Ads: The Next Big Thing for Mobile Advertising?
Jan 25, 2019
"Time is money" has never had more meaning than it does today. The attention economy has become another challenge for advertisers—particularly on mobile devices where users have lower tolerances for attention-grabbing ads. But short attention spans may have met their match in playable ads, which embed games or puzzles into ad units.