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 25, 2025
Source: Deloitte
On today's podcast episode, we discuss why gaming is a digital advertising hotbed, how consumers are embracing shoppable media, and what happens now that the ride-sharing industry has bounced back. Tune in to the discussion with our forecasting writer Ethan Cramer-Flood.
Audio
| Jan 22, 2024
US adults will spend 10.6% of their mobile time playing games this year, per our forecast. But we expect just 3.9% of US mobile ad spend will go to the category in 2023.
Article
| Jun 21, 2023
The average US adult spends just over an hour playing video games per day, according to our estimates. Such a sizable share of attention offers a prime opportunity for brands to advertise in games—especially since traditional barriers to brand advertising have been lowered. Big changes have opened opportunities for brands across platforms.
Article
| Jun 8, 2023
The news: Roblox debuted a licensing platform in collaboration with companies like Netflix and Lionsgate to give IP rights holders the ability to partner with Roblox creators. Launched on Tuesday, the platform allows brands to connect with Roblox creators and set parameters for use of their IP. Launch partners include Netflix, LionsGate, and Sega, offering access to IP like “Squid Game,” “Stranger Things,” “Saw,” “Twilight,” “Divergent,” and more. Our take: Roblox’s move could give the platform a better chance of achieving its 10% goal—but success hinges on whether the licensing platform can enhance, rather than interrupt, the gamer experience.
Article
| Jul 16, 2025
Consumer tech spending expected to reach record $537 billion in 2025—unless tariffs get in the way: The need to replace pandemic-era purchases and interest in AI-powered features will spur demand, assuming prices stay steady.
Article
| Feb 14, 2025
Chart
| Dec 17, 2024
Source: DFC Intelligence
The news: Ad quality has a big impact on whether gamers will stay in the game or walk away from a session. Over half (52%) of gamers in the US, the UK, Germany, and Japan would quit playing if they encountered multiple disruptive ad features, per Deloitte’s Quality Drives Value: A Look into Mobile Gaming Ads survey.
Our take: Prioritizing features like rewards and skip options can help players feel in control and properly compensated for their time, helping mobile gamers to stay engaged, click through, and return. Poorly timed or deceptive ads, on the other hand, risk alienating gamers and increasing churn.
Article
| Jun 13, 2025
Gaming offers a long runway of opportunity for advertisers. In 2025, US digital gamers will spend nearly as much time playing as social network users spend on social platforms each day (1 hour, 48 minutes versus 1 hour, 51 minutes, respectively). But at $8.76 billion, US gaming ad revenues will account for just a fraction of the $102.66 billion that social networks garner in ad spending.
Report
| Mar 20, 2025
Report
| May 30, 2024
Chart
| Mar 1, 2024
Source: ĢAV
Chart
| Mar 12, 2024
Source: GlobalData
Chart
| Mar 12, 2024
Source: GlobalData
Chart
| Apr 10, 2024
Source: CivicScience
Chart
| Jul 17, 2024
Source: Comscore Inc.
Chart
| Mar 20, 2023
Source: Comscore Inc.
Digital gaming is popular across generations. But Gen Zers and millennials are more likely to game on multiple platforms, seek community around the hobby, and pass the habit on to their children.
Report
| Feb 10, 2025
Chart
| May 17, 2023
Source: Insider Intelligence
Chart
| Feb 7, 2024
Source: Entertainment Software Association (ESA); Circana
On April 9, Former Meta policy executive Sarah Wynn-Williams told a US Senate subcommittee that the tech company actively targeted teens based on their emotional state. 23% of 13-24-year-olds spend their screen time gaming, followed by 21% who spend it with online video, according to a January 2025 HubResearch Report.
Article
| Apr 16, 2025
Netflix wants to turn your TV into a game console: By ditching AAA ambitions and betting on casual, connected TV games controlled by phones, Netflix is playing the long game to capture Gen Z gamers.
Article
| Mar 25, 2025
AppLovin beat Q1 expectations and exited gaming: The company is now all-in on adtech, led by AXON’s rapid growth.
Article
| May 8, 2025
US adults will spend 7 more minutes per day with media in 2024 than they did in 2023, confounding expectations of a post-pandemic reduction in screen and audio time.
Report
| Mar 21, 2024
Cloud gaming expansion is in the works and could sustain user engagement amid content strikes.
Article
| Aug 10, 2023