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RESEARCH
  ANALYSIS
            games  do  so  daily,  though  only  46%  describe   viewing  concentrated  after  7pm.  The  most  popular
  TRENDS
            themselves  as  gamers.  Data  show  that  these  'gamer   content is 'just chatting', a catch-all term for streams in
            moms'  are  more  receptive  to  advertising  than  the   between  gameplay  which  allows  viewers  to  interact
            average  consumer  and  are  highly  influential  in   with  the  host  via  chat  messaging.  This  creates  an
            purchasing decisions.                                affinity  with  the  audience  that  is  hard  to  match  via
                                                                 broadcast  television;  indeed,  two-thirds  of  18-25-year-
            Mobile  gamers  understand  the  value  exchange  of   old  gamers  would  rather  play  video  games  or  watch
            advertising.  Over  half  (57%)  are  fine  with  viewing   gaming content than watch TV.
            advertising  if  it  keeps  the  game  free-to-play,  rising  to
            70% among Americans. Data show that ads in mobile    Amazon-owned  Twitch  dominates  the  market,  with
            games  have  no  discernible  impact  on  churn  and  are   consumption more than double the three other largest
            more  effective  than  other  online  formats  such  as   platforms combined at 1.5bn cumulative hours in June
            banners and rich media. Yet ads only provide 42 cents   2020.  YouTube  Gaming  places  second  at  449m
            in every dollar earned by mobile game publishers, with   cumulative hours, per Arsenal.gg data, with Facebook
            in-app purchases (IAP) still accounting for most of the   Gaming third on 160m.
            income. Chinese publishers over index, with two-thirds
            (65%) of income coming from advertising.             Microsoft's  equivalent  platform,  Mixer,  was  forced  to
                                                                 close this month after it failed to gain a foothold in the
            Downloading  of  gaming  apps  rose  89%  to  305m  in   market;  it  amassed  just  32m  cumulative  hours  of
            China  during  the  first  month  of  lockdown;  96.8%  of   consumption  in  June,  less  than  half  a  percent  of
            Chinese  female  mobile  gamers  spent  more  time   Twitch's audience.
            playing during lockdown, and 78.0% spent more money
            in-game  than  before.  Mobile  gaming  recorded  the   Summing  up,  James  McDonald,  Managing  Editor,
            greatest  rise  in  share  of  online  time  in  China  during   WARC  Data,  and  author  of  the  research,  says:  "The
            lockdown, and almost nine in ten say they will play for   gaming content world is evolving quickly - streaming is
            longer after lockdown as a result.                   the  new  prime  time  for  much  of  Gen  Z,  and  Mixer's
                                                                 shuttering  this  month  served  only  to  highlight  the
            Streaming killed the TV star?                        stranglehold  Twitch  has  on  the  market.  Tencent  may
                                                                 yet prove a challenger in the US with Trovo this year,
            The viewing of gaming content, particularly that which   but it has a great deal of catching up to do along with
            is  livestreamed,  is  eroding  the  viewing  of  linear  TV   Facebook and YouTube.
            among Gen Z. Two in five (41%) 16-24-year-olds have
            watched  a  gaming  stream  in  the  last  month,  per   Competitive  gaming  is  big  business  in  Asia  -  where
            GlobalWebIndex,  with  a  rate  of  one  in  three  (35%)   Tencent is already king - though traditional sports fans
            recorded  among  Millennials.  Penetration  is  highest  in   in  the  West  are  yet  to  be  wooed,  with  existing
            Asia at 38%, with rates close to a third in Latin America   audiences  instead  consolidating  during  lockdown.  A
            (31%), North America (30%) and the Middle East and   great deal of merger and acquisition activity, especially
            Africa (30%), and a quarter in Europe (27%).         around media rights within e-sports, is expected in the
                                                                 short  term  as  investors  vie  for  control  of  potential
            Data show that for many younger viewers streaming is   windfalls." (Source: WARC) ◊
            now  the  'new  prime  time'.  Twitch  alone  draws  a  -
            predominantly Gen Z - audience of 1.9m per day, with                                    By MediaBUZZ

























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