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| Feb 22, 2023
Source: Liftoff
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| Mar 12, 2024
Source: GlobalData
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| Mar 12, 2024
Source: GlobalData
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| Feb 20, 2024
Source: Adjust; AppLovin
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| Dec 5, 2023
Source: data.ai (formerly App Annie)
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| Apr 26, 2023
Source: Sensor Tower
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| Mar 24, 2023
Source: Sensor Tower
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| Mar 8, 2023
Source: AppsFlyer
Once-dominant gaming continues to lose share of IAPs. In 2020, gaming generated nearly two-thirds of IAP sales, primarily behind virtual goods sales. By 2027, gaming and nongaming will approach parity in IAPs. Even before then, in 2025, virtual goods sales in gaming will stop being the majority of IAPs. Growth in IAPs is mostly thanks to subscriptions.
Report
| Aug 28, 2023
Nearly 71% of Gen Zers are digital gamers, per our forecast, and they’re likely to spend 3 to 6 hours gaming every week, according to a February 2023 poll conducted by Morning Consult. This is one of the few digital arenas where Gen Z beats millennials not only in penetration but in size—by nearly a million users, according to our forecast.
Report
| Dec 11, 2023
Hochberg offered a striking comparison: “If you took every fan of the NBA who went to a live game at a stadium, MSG, all teams, all games, all season, 20,000 people, every time ... more time is spent in just one marketing experience on Roblox.”. However, brands must approach these spaces thoughtfully to realize their full potential. Create tailored experiences for virtual environments.
Article
| Oct 15, 2024
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| Jan 1, 2025
Source: ĢAV
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| Jan 1, 2025
Source: ĢAV
More importantly, Sony’s focus on gaming with PlayStation VR2 could eventually lead to healthy shares—although initial sales have been lower than expected, leading to rumors in April that Sony was cutting its production. And Apple’s first XR headset is likely the beginning of a deeper dive into the AR and VR markets. VR headsets have found their niche in gaming.
Report
| Apr 13, 2023
Saudi Arabia spends nearly as much time gaming as it does streaming. The country continues to take the top spot for both activities, as time spent with gaming reached 1:50 this year and time spent with online TV/streaming reached 1:53. However, only the former is a result of an increase in time, as time spent with streaming has taken a dip in most of the region.
Report
| Oct 30, 2023
The popularity in South Korea of esports—where gamers compete in set competitions at specific events—marks a different gaming pattern than in many other countries, where casual gaming leads to a greater daily time commitment. Australia. Ownership of digital devices in Australia is well above the regional average.
Report
| Oct 30, 2023
The marketplace pushes forward Epic Games’ developer-friendly policies in a complicated but profitable game-creation market.
Article
| Sep 17, 2024
Gaming isn’t a popular pastime. Central and Eastern Europe and Western Europe are the only regions in which less than an hour per day is spent gaming. Time spent with gaming in Central and Eastern Europe has stayed stagnant, at 43 minutes, since H1 2021, but it hasn’t decreased in the last year (unlike in the rest of the world).
Report
| Oct 30, 2023
This is a particularly important issue in the gaming industry. Under the new law, storefronts must explicitly state that the license can be revoked if the platform loses the rights to the product. The law applies to digital products sold for permanent online use, but it excludes subscription services and digital goods that allow offline storage.
Article
| Sep 27, 2024
In the third of five reports in our “Payments Ecosystem 2024” collection, we unpack how the lines between POS hardware and software are disappearing as providers push the innovation envelope.
Report
| Mar 27, 2024
Cathy Hackl, founder and co-CEO of consultancy Spatial Dynamics, pointed out that for Gen Alpha, “what happens in virtual worlds is very real to them,” as they are growing up immersed in gaming environments and with conversational AI tools like Amazon’s Alexa. Cole of ShopARI noted that Gen Alpha is already taking to new tools to express their creativity.
Report
| Mar 26, 2024
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| Dec 27, 2024
Source: Jakpat
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| Dec 27, 2024
Source: Jakpat
Other than gaming and broadcast TV, France is not particularly strong in most device and media activities. It was second in Western Europe and the world in game console ownership. It was also second in the region in time spent with gaming. Additionally, it’s Western Europe’s runner-up in time spent with broadcast TV—a category it had led in 2019 and 2020.
Report
| Oct 30, 2023
Roughly half as many gamers play on consoles or desktops/laptops as on mobile, meaning the average console gamer spends more time playing on a console than the average mobile gamer does on mobile. Additional devices may become more important in the future. Consoles dominate the “other” category today, but VR headsets and connected cars may play a bigger role in the future.
Report
| Jun 12, 2023