ComScoreInternet Entertainmentoriginal

Video game audience tracking in Asia Pacific region during pandemic From ComScore

RecordTrend.com is a website that focuses on future technologies, markets and user trends. We are responsible for collecting the latest research data, authority data, industry research and analysis reports. We are committed to becoming a data and report sharing platform for professionals and decision makers. We look forward to working with you to record the development trends of today’s economy, technology, industrial chain and business model.Welcome to follow, comment and bookmark us, and hope to share the future with you, and look forward to your success with our help.

The following is the Video game audience tracking in Asia Pacific region during pandemic From ComScore recommended by recordtrend.com. And this article belongs to the classification: ComScore, original, Internet Entertainment.

Asian video games: lock and load

The widespread adoption of broadband has raised the popularity of multiplayer games to the same level as professional sports: in November 2019, League of heroes World Championships swept across countries, attracting more than 100 million viewers, and 44 million spectators watched at the same time in the last round of the competition.

Video game audiences during the pandemic

The figure below shows the number of independent viewers visiting the website or app on desktop and mobile devices. In these websites or applications, people can play online video games or find information about video games.

Comparison between video games and other forms of entertainment

During the coronavirus pandemic, the audience of online games has increased, but how about compared with other forms of entertainment? To answer this question, comScore measures the audience size of entertainment websites and applications and compares it with that of game websites and applications.

The “entertainment” category here includes music and film streaming services, as well as entertainment news. In India, Indonesia and Malaysia, video game audiences account for nearly two-thirds of the entertainment audience. This data shows the importance and potential of video games as a marketing channel: such a large audience provides an opportunity for advertisers.

All in all, video games have grown in popularity during various blockades in the Asia Pacific region. More importantly, its relative importance has also increased. This group of audience should be the focus of advertisers’ large-scale contact.

Read more: Ipsos: Q4 2017 technology tracking report: free history of Internet music, movies, games, security emarketer: spotify audience will reach 75.9 million by 2020 buzzangle: US music report in the first half of 2017 YouGov: 58% of parents of children aged 5-7 will buy game gifts Igea: Australian video game industry will emerge in 2020 ComScore: in January 2014, the number of visits to PC end of major websites in the United States comScore: in 2017, the global box office reached 39.92 billion US dollars. ComScore: the impact of coronavirus on the use of online media in the Asia Pacific region comScore: the number of video advertisement views increased to 24.5 billion in October 2013 ComScore: Internet Behavior Survey in five European countries during the new coronavirus period GP.Bullhound ComScore: US smartphone market report in January 2014

If you want to get the full report, you can contact us by leaving us the comment. If you think the information here might be helpful to others, please actively share it. If you want others to see your attitude towards this report, please actively comment and discuss it. Please stay tuned to us, we will keep updating as much as possible to record future development trends.

Related Articles

Leave a Reply

Your email address will not be published. Required fields are marked *

Back to top button