The gaming audience continues to expand. In fact, two-thirds (66%) of Americans ages 13 and older self-identify as gamers, up from 58% in 2013, according to a Nielsen study. Gamers are spending an average of 11% of their leisure time with video games this year, a figure that has remained largely consistently over the past few years.
Media subscription services for video, music and software have become so ingrained in our routines that for many, monthly fees are just a part of life. But consumers can only budget so much for these conveniences. Are media budgets squeezing out meal kits and other subscription box services?
Some 65% of Gen V consumers report regular use of a tablet, according to a YouGov survey of almost 600 respondents ages 8-17. The results suggest that children ages 8-11 are the most frequent users (74% regularly using tablets), with regular usage tapering off among older kids.
Despite the hype, it’s not yet clear if or when virtual reality (VR) technology will reach mass-market status. However, specialized applications are showing promise in a variety of industries.
This infographic from Microsoft illustrates the breadth of the company’s technology, from gaming and entertainment, to operating systems and applications, to search and social.
Video game hardware sales grew by 19% last year to reach $6.9 billion, per a recent report from the Entertainment Software Association. So how many Americans actually own video game consoles? Nielsen provides some answers.
The differences between 18-34-year-olds and those 35 and older were predictable, but nonetheless stark. It’s clear that watching TV shows is a far more popular pastime for adults 35 and up than for their younger counterparts.
This infographic by Frames Direct illustrates the evolution of the Internet from a text-only to a visual medium.
Virtually all children ages 0-8 live in households that have a mobile device, and that is clearly having an effect on media use, per results from a Common Sense Media study. The research details a striking shift in screen use over the past few years: children now spend 35% of their screen time with mobile devices, up from just 4% in 2011.
Jun Group’s survey found that a slightly higher percentage of females named games as their favorite type of mobile app than did males.