The Future of Video Gaming Is Bright—Even as Real Experiences Return
Branded crossover events, virtual concerts and celebrity influencer participations all fueled a video game groundswell that shows no signs of receding—even as the COVID-19 vaccine promises to allow people to once again be with each other IRL.
Digital games earned $3.9B worldwide between Black Friday and Cyber Monday, a decline of 10% year-over-year
Game spending is still on track for a record-breaking 2020, but consumer anticipation for next-generation consoles and the growing popularity of subscription services diminished demand during the holiday weekend.
2020 Holiday Media Pop-Up
This page highlights some of Nielsen’s biggest holiday advertising and viewing insights and predictions for 2020.
LGBTQ+ Gamers are an Untapped Demographic
Simulation games inherently move at a different pace than role-playing, adventure and sports games, but they’re a go-to favorite among many players in a key gaming demographic: the LGBTQ+ community.
Backwards Compatibility Returns at the Right Time for the Video Game Market
After omitting backwards compatibility at the launch of 8th gen consoles, manufacturers are bringing backwards compatibility back with their 9th gen consoles, and the timing couldn’t be better for consumers.
Fortnite is the New IRL: Why Brands Must Plan for a Rise in Virtual Gatherings
Much of life has moved online in the wake of the COVID-19 pandemic, and few industries have been better suited to this new normal than video games.
Total Audience Report Series
Welcome to The Nielsen Total Audience Report hub, which features the latest reports, data and insights related to the report series. Discover how audiences are connecting with media today and how this is shifting our culture, as well as the advertising and media industry.
Game Makers Need to Plan for the End of the Remake and Remaster Gravy Train
Certain remakes have been blockbuster successes, but game makers should take care to avoid becoming over-reliant on repackaging classic titles.
COVID-19: Tracking the Impact on Media Consumption
As COVID-19 sweeps the globe, consumers are dramatically changing their purchase and media behaviors. Nielsen is tracking these changes and establishing navigation beacons for companies trying to understand the changes and plan for what comes next.
3, 2, 1 Go! Video Gaming is at an All-Time High During COVID-19
The number of gamers who say they are playing video games more now due to the COVID-19 pandemic has increased since March 23, 2020. The increase was highest in the U.S. (46%), followed by France (41%), the U.K. (28%) and Germany (23%).