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Looking ahead – the impact of the pandemic in the past year and its future development From Morning consult Report

The following is the Looking ahead – the impact of the pandemic in the past year and its future development From Morning consult Report recommended by recordtrend.com. And this article belongs to the classification: research report, Network entertainment.

Morning consult released a new report “looking forward – the impact of the pandemic in the past year and its future development”. The survey found that young people prefer digital activities to the elderly.

92% of generation Z respondents (adults born after 1997) spend at least some time a week watching streaming content. However, few people watch live TV (67%) or TV programs (46%) every week.

Of course, young adults like to play online games. About 80% of generation Z play online games on mobile devices every week, and 70% (72%) play games on computers or game consoles. People of all ages like online games. Due to the popularity of the new crown, the time of playing games has increased, but the Z generation is more inclined to play games every week.

Other findings:

Baby boomers are more likely to spend time watching live TV (92%) than watching streaming (66%) or playing games on mobile devices (33%).

Millennials spend more time communicating with friends or family through video chat.

Surprisingly, millennials are most likely to watch TV.

Adults surveyed said that since the beginning of the new crown pandemic, they have watched TV dramas at least once or twice (70%), downloaded or purchased a new game on a mobile device (46%), downloaded or purchased a new game on a computer or game console (36%), or subscribed to a new streaming media service (47%).

The question is, will these behaviors continue in a year? The report points out that most adults expect that the amount of time they currently spend on these activities will remain the same, but some expect that they will spend more time watching streaming content (22%), playing online games on computers or game consoles (25%) or mobile devices (22%), and communicating with friends or family via videophone (23%).

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