Article
| Sep 12, 2024
The year-old Luna cloud gaming unit plays into Amazon’s strengths. When it launched in March 2022 following a long beta period, Luna joined a market crowded with gaming incumbents (Microsoft, Sony, Nintendo, and Nvidia) and tech players (Apple and Google).
Report
| Aug 14, 2023
The Middle East and Africa region led the globe in time spent with gaming. With an average of one hour and 34 minutes (1:34) of time spent with gaming daily, the region far exceeded the global average of 1:02. This time spent was 17 minutes more when compared with the average time spent in the next ranking region, North America.
Report
| Oct 30, 2024
Chart
| Aug 12, 2024
Source: AppsFlyer
Chart
| Feb 7, 2023
Source: Morning Consult
Chart
| Jan 24, 2024
Source: Qustodio
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
We have broken out digital gaming for the first time. Previously, we only estimated time spent with mobile gaming apps, but now we have metrics for all gaming across all devices. The overall adult population will spend 1:01 per day gaming in 2023, and active gamers will spend a robust 1:48. Although these numbers are high, growth is expected to be negligible going forward.
Report
| Jul 11, 2023
Chart
| Jan 31, 2024
Source: YouGov
US adults spend more time with total audio (radio plus digital) each day than with social media, digital gaming, or subscription over-the-top (sub OTT) streaming services. Digital audio’s advertising ecosystem is very different from radio’s, but neither pulls its weight compared with other media.
Report
| Jul 17, 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
Gaming on smartphones saw declines for key metrics in 2022, putting a wrinkle in a growth trend that nearly dates back to the launch of app stores. Read on for figures that highlight what’s changing, and how these changes might impact user acquisition.
Article
| May 4, 2023
That’s far from the only recent move in this space; in February, Disney invested $1.5 billion into Epic Games to create a persistent, live-service video game involving its media properties, signaling a significant move into the gaming and metaverse arena.
Article
| Jul 12, 2024
Film and TV companies are expanding into video games: Whether it’s mobile games, mid-budget indie titles, or mega-franchise blockbusters, Hollywood’s next frontier is gaming.
Article
| Feb 23, 2023
Discord doubles down on youth with Gas acquisition: The app is huge with teens, and the deal shows the acquirer’s interest in moving beyond its gaming roots.
Article
| Jan 19, 2023
Despite a slowdown in smartphone sales, innovations in advertising, commerce, AI, and even device form-factors will drive mcommerce and mobile advertising growth in 2024.
Report
| Dec 13, 2023
On today's podcast episode, we discuss the most substantial question facing TV at the moment, the right way to advertise AI's advantages, how haptics could change how we use the internet, whether advertising can find a home inside of games, which countries drive, cycle and take public transport the most, and more. Tune in to the discussion with our director of reports editing Rahul Chadha and analysts Ross Benes and Blake Droesch.
Audio
| May 17, 2024
As a result, these industries tend to spend a larger share of their digital ad budgets on video advertising. Media and entertainment spends the highest share of its digital ad spend on video for unsurprising reasons. Makers of movies, TV shows, and immersive video games want to advertise in a way that reflects the product—namely via video.
Report
| Sep 26, 2024
How we got here: The CMA blocked the acquisition of the gaming giant, which was first announced in January 2022, on the grounds that creating a monolith would smother competition in cloud gaming. Activision Blizzard owns games such as Call of Duty, Candy Crush, World of Warcraft, Overwatch, and Diablo.
Article
| Aug 23, 2023
While advertising areas like connected TV and retail media boast strong potential, other channels, like social media and linear TV, are losing some steam. That’s why it’s important to explore other ad channels. For example, digital out-of-home advertising has made technological and creative leaps in the past few years, while the women’s sports ad opportunity is expanding. Here are some areas within digital advertising where you may be missing out on unlocking potential.
Article
| Aug 9, 2023
Article
| Sep 25, 2023
Any brand delving into in-game advertising must be cautious about not distracting from the experience. Over a third (35%) of desktop gamers said ads negatively affect their experience, compared with 55% of gamers who said that product placements in games make the experience “more real,” per a Comscore survey as reported by Digiday.
Article
| Jul 12, 2023
Time spent on media and consumer spending are plateauing, making one company's gain another's loss. Diving into these market dynamics, we explore innovative strategies for advertisers and retailers to win consumers in the new digital era.
Article
| Nov 16, 2023
How we got here: The FTC filed to stop Microsoft from buying Activision Blizzard late last year, saying the $68.7 billion blockbuster deal would suppress competition in the video game market. The push to block the acquisition was seen as a bold and risky maneuver for the regulator after a year of anemic regulatory activity.
Article
| Jul 14, 2023
Chart
| Oct 18, 2024
Source: Ipsos