Forecasts
| Oct 12, 2023
Source: ĢAV Forecast
Forecasts
| Oct 12, 2023
Source: ĢAV Forecast
Forecasts
| Oct 12, 2023
Source: ĢAV Forecast
Forecasts
| Oct 12, 2023
Source: ĢAV Forecast
Forecasts
| Oct 12, 2023
Source: ĢAV Forecast
Forecasts
| Oct 12, 2023
Source: ĢAV Forecast
Forecasts
| Oct 12, 2023
Source: ĢAV Forecast
The company described the updates as a “flexible canvas” that accommodates its live sports and gaming content, both of which Netflix has spent considerable resources on to develop and deploy.
Article
| May 8, 2025
It is debuting linear TV content, launching a BBC Studios podcast partnership, a new personalized interface to ease content discovery, and refining its gaming strategy, all while debuting experiential Netflix House locations. These initiatives show Netflix is no longer just a streamer—it’s positioning itself as a full-funnel marketing environment.
Article
| Jun 20, 2025
This isn’t about live game coverage—it’s about owning the moments before, after, and around the game, when fans are styling, hosting, and connecting. Gen Z is driving this shift. Seventy-two percent of Gen Z discover new media content through social platforms, and 71% use YouTube—more than double those who rely on friends or family for recommendations.
Article
| May 30, 2025
Article
| Sep 12, 2024
Big-time tie-ups: Nvidia transferred its cloud gaming service subscribers to Stripe’s platform in a record six weeks. PepsiCo is similarly shifting paper check payments between store managers and delivery drivers to Stripe. Both Stripe deals display that it’s embedded within major American corporations.
Article
| May 8, 2025
Meta’s metaverse bets, especially Horizon Worlds, stalled due to lack of daily use, clunky UX, and unclear consumer utility beyond niche gaming and fitness applications. Key stat: The number of AR users is expected to surpass 100 million this year and reach 116 million in 2028, per our forecast. While Samsung’s headset isn’t dedicated solely to AR, it can ride this momentum. A metaverse renaissance?
Article
| May 8, 2025
YouTube is the dominant platform where they discover new toys, far outpacing traditional TV and gaming platforms, according to a May 2024 Precise TV and Giraffe Insights survey. It’s also Gen Alpha’s top platform by time spent, at 84 minutes daily, per Qustodio, a third-party parental control and monitoring platform offered by Qoria. Shopping independently is not commonplace.
Report
| Jan 31, 2025
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
Chart
| Nov 1, 2024
Source: ĢAV
Article
| Sep 9, 2024
Roblox wants to be an ecommerce platform: After a pilottesting physical goods sales with Walmart and E.l.f. Beauty, the gaming platform sees big potential in online sales.
Article
| Sep 9, 2024
Some of the prohibited services were well-known globally, including short-video apps TikTok and Kwai (also known as Kuaishou), AliExpress, Shein, WeChat, gaming app PUBG Mobile, Baidu, and UC Browser. But despite some public disappointment with the bans, time spent with digital media in India has climbed steadily since 2020, per our forecast.
Report
| Mar 28, 2025
Gaming became a popular online activity during the pandemic. Growth may be slowing, but it’s not shrinking, meaning that the majority of those who picked up the hobby during the pandemic have become long-term users.
Report
| Apr 21, 2023
Chipotle, the brand most responsible for putting the made-up holiday on the map, is bringing back its Burrito Vault digital game. The interactive promo will dole out up to 157,500 BOGO entrée codes. Last year, the game helped Chipotle notch its best-ever day for both overall and digital sales. The copycats: Chipotle’s success hasn’t gone unnoticed.
Article
| Mar 31, 2025
Poland led the region in ownership of gaming consoles and smart wristbands. Some 36.8% of respondents owned a gaming console, and 20.4% owned a smart wristband—both significantly higher than the regional averages of 18% and 16%, respectively. On-demand video streaming adoption in Poland exceeded the regional average.
Report
| Oct 30, 2024
This incident highlights the instability of careers in gaming—an industry where gamers are highly engaged, but the hits that generate that engagement don't always equate to business success.
Article
| Feb 19, 2025
Forecasts
| Aug 24, 2023
Source: ĢAV Forecast
Only 28% of consumers have bought or plan to buy a wearable, and just 27% are considering video game consoles. The interest in buying phones and computers now is unsurprising, considering that major companies like Apple, Google, Huawei, and Xiaomi manufacture or source those items from China.
Article
| Apr 18, 2025