And to your point about people being able to watch on-demand gaming content, eSports viewership, we estimate it's about 30 million people in the country. Not nothing, 3-0 million, but very flat. However, twice as many Americans watch gaming video content separate to watching gaming competitions.
Audio
| Jun 1, 2023
They can consider embedding branded educational experiences or games—like Truist’s teen-focused Long Game—within popular digital games like Roblox and Minecraft. What’s next? Teen banking apps. Teen banking apps will be essential to retaining Gen Alphas in the customer pipeline.
Report
| Apr 16, 2024
Global metaverse revenues from gaming, services, ecommerce, and advertising are projected to hit $54.50 billion by 2028, per S&P Global. Our take: Unlike Apple’s and Meta’s closed ecosystems, democratized XR and VR spreads hardware and software development—and ecosystem expansion costs—across various partners.
Article
| Dec 12, 2024
Speak is still developing its platform and curriculum and isn’t yet considering gaming functions or loyalty features for its app. “When there’s a tug of war between gamification and engagement and efficacy, we will pick efficacy 100% of the time,” Zwick said, per TechCrunch. The decision to prioritize efficacy over gamification could limit Speak’s ability to sustain user interest.
Article
| Dec 10, 2024
OpenAI partnered with Future, the owner of Marie Claire, Tom’s Guide, PC Gamer, and Tech Radar, to include their content in its ChatGPT search product. Zooming out: The two AI companies are facing scrutiny and legal challenges over the information used to train their generative AI (genAI) models.
Article
| Dec 5, 2024
The retailer held at least 10 sales events this year—from sitewide events like its Big Spring Sale and Prime Day to vertical-specific sales like Amazon Gaming Week and the Amazon Book Sale. Those events have helped establish Amazon as a destination for year-round deals and recruit new Prime members.
Article
| Dec 26, 2024
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| Mar 14, 2025
Source: RevenueCat
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| Mar 14, 2025
Source: RevenueCat
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| Mar 14, 2025
Source: RevenueCat
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| Mar 14, 2025
Source: RevenueCat
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| Mar 13, 2025
Source: Bango; 3Gem Research
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| Mar 13, 2025
Source: Bango; 3Gem Research
Industry impact: Roblox’s moves align with broader trends across gaming and social platforms facing mounting pressure to protect children online. US children spent an average of 139 daily minutes on Roblox in 2023, per Qustodio by Qoria. By tightening communication features and empowering parents, gaming services show they can respond to scrutiny in attempts to regain trust.
Article
| Nov 19, 2024
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| Mar 10, 2025
Source: Ipsos
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| Mar 4, 2025
Source: Cetelem - Spain; Canal Sondeo
But other paths remain for brands, including social networking sites and online gaming. The latter has started to augment its traditional gaming clientele with a more diverse set of brand advertisers. ĢAV research is based on the idea that multiple sources and a variety of perspectives lead to better analysis.
Report
| Mar 26, 2024
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| Mar 1, 2025
Source: ĢAV
A majority (60%) of US consumers would be willing to answer surveys or take polls to earn rewards from brands, according to an October 2023 Ebbo survey, and more than a third are amenable to playing games or providing ratings or reviews.
Report
| May 15, 2024
On today's episode, we discuss the significance of the recent deal between Microsoft and OpenAI, whether TV is changing streaming back into TV, if the esports bubble has officially burst, whether Apple Maps' upgrades can start chipping away at Google's search dominance, some interesting facts about monarchies around the world, and more. Tune in to the discussion with our director of reports editing Rahul Chadha, director of forecasting Oscar Orozco, and analyst Max Willens.
Audio
| Jan 26, 2023
The average US adult will spend more than 8 hours per day on digital media this year, with about half of that time spent on mobile devices and more than a quarter on CTV.
Report
| Jul 24, 2024
Chart
| Mar 6, 2025
Source: Interactive Advertising Bureau (IAB)
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| Mar 6, 2025
Source: Interactive Advertising Bureau (IAB)
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| Mar 6, 2025
Source: Interactive Advertising Bureau (IAB)
Key Stat: By 2026, 40.8% of US adults will use a dedicated genAI platform at least once per month—but a higher share of the population will be using genAI that’s integrated into other digital touchpoints like social media, smartphones and other devices, ecommerce platforms, and gaming. Executive Summary. AI is becoming an active participant in online social media interactions in 2024.
Report
| Aug 8, 2024
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| Feb 26, 2025
Source: Common Sense