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
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What Devices Do Digital Video Gamers in Latin America* Use to Play Digital Video Games? (% of respondents, Feb 2019)
Share of Time Spent with Mobile Games Among Smartphone Users in Select Countries, Gen Z vs. Ages 25+, 2018 (% of total)
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US Consumers Appreciate In-Game Ads
Jul 17, 2019
According to a March 2019 survey from mobile ad and app monetization company Tapjoy, 69% of US consumers said they would rather give up social media apps or TV than lose their favorite mobile games.
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.