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Consumer sentiment Research Report From The rise of games

The following is the Consumer sentiment Research Report From The rise of games recommended by And this article belongs to the classification: Consumer research, research report, Network entertainment.

Dentsu analyzed the latest trends of top game consumers in the latest report.

Future games will compete with social networks.

Although most people seek escapism and entertainment in games (60%), video games are now also seen as a tool for self-expression, social networking and finding a sense of community belonging.

Games are regarded as a positive and open space for self-expression.

Young consumers prefer to express themselves in games rather than in real life.

The growth of the game is far from over.

Games are growing exponentially and this trend is expected to continue. 60% of consumers are interested in “money making games”. Two thirds of respondents have watched other people’s games in 2021, and 35% of consumers said they might broadcast their game playing methods live next year.

Attract brands in the game environment.

Two thirds of American consumers have a positive attitude towards brands integrated into games, and 48% of consumers buy products of a brand after seeing it appear in video games.

General growth of games

In recent years, the popularity of games has increased significantly and become one of the most common forms of entertainment.

In the past two years, due to the changes in lifestyle caused by the pandemic, games have become a more common activity.

Only 13% of adult consumers said they didn’t play video games at all. The survey found that 45% of respondents play every day, 33% of consumers play at least once a week and 8% play once a month or less. What used to be regarded as a pastime by most young people is now an activity for all generations: millennial consumers are most likely to play games every day (53%). Although baby boomers are least likely to play games every day, this number (35%) is still considerable.

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