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.
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.
Certain remakes have been blockbuster successes, but game makers should take care to avoid becoming over-reliant on repackaging classic titles.
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.
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%).
This report explores Asian American consumer behaviors that are setting the pace for two important industry trends: First, the media platforms that are winning amid the streaming wars and the content that is capturing their attention. Second is the gaming industry, which is breaking boundaries as...
On this special episode, recorded at CES, Stephanie Llamas, Head of Research and XR at SuperData, a Nielsen company, and Vinay Narayan, Vice President of Platform Strategy and Developer Community at HTC Vive talk about the impact that XR will have on the gaming industry.
In the video game industry, connectivity and access to media have fueled an immense surge in free-to-play games. That surge has helped propel topline revenue and audience growth—both of which will continue in the years to come, largely because of massive hits like Fortnite and Pokémon GO.
Despite their young ages, preteen (kids 7-12) gamers in the U.S. collectively spend what some might view as an unfathomable amount of money on video games. And given their desire to be social through gaming, they’re spending most of that money on in-game extras, like outfits, to differentiate...
Today’s digital video games feature many ways to lure gamers into opening up their wallets: microtransactions, downloadable content, gaming subscriptions, etc. Gamers, however, can’t purchase these digital offerings with cash. Traditionally, this is where credit cards come into play. So where...