Over Two-thirds of U.S. Adults Increase Time Spent Gaming
The lasting impact of the Covid-19 pandemic has led to greater time
spent gaming, with 68% of adults reporting that their play time has
increased, according to a new report from Future Publishing, the
global platform for specialist media and home to leading games
websites Gamesradar+ and PC gamer.
The Gaming Now + Next report highlights that time spent playing
video games had significantly increased among women more than men
(41% vs 37%). Female respondents specified that more free time had
allowed more time for gaming, with nearly two-thirds of women
citing this as the principal reason for their changed behavior.
“We have studied consumer behavior in gaming to help us react
quickly to the changing demands of our 61 million monthly global
gaming readers. It’s clear gaming has become a powerhouse of the
entertainment industry and Future’s audiences are spending more
time with gaming in the wake of disruption stemming from the
pandemic,” said Jason Webby, North American CRO at Future.
The Future report spoke to 1,052 U.S. consumers and found
- For highly competitive sales of next-gen consoles, aside from
price and availability, the main factor in purchase decision was
brand loyalty, with 64% of PS5 owners having previously owned a
PlayStation and 58% of Xbox Series X or S owners having had an Xbox
- In the last year a shift has occurred with the majority (58%)
now buying games digitally, though a significant number (47%)
continue to buy physical copies of games. Walmart is the favored
retailer for games purchases, followed by Gamestop.
- Online gaming now commands a greater share of the market than
offline (49% vs 41%); this has been driven primarily by the
increasing popularity of mobile gaming.
- On average, people spend 1 hour 24 minutes each day playing
mobile games (9.8 hours per week). Women are significantly more
likely than men to use their phone or tablet for gaming (71% vs
- When it comes to gaming shows, the majority (54%) watch at
least one gaming show, with Future’s own PC Gaming Show being the
most popular (31%).
- ESports are on the rise and Future readers are significantly
more likely to watch ESports than the general population (57% vs
- Future readers are more engaged with their gaming passion, with
98% staying up-to-date with the latest releases and have a higher
likelihood of using games as a way to socialize.
“With Future now reaching over 120 million adults online in the
U.S. on a monthly basis– 44% of the population– in sectors that
include women’s lifestyle and wealth, as well as technology and
gaming, our audiences are crucial for gaming brands looking to
connect with both veterans and newly-engaged gamers,” Webby said.
“We are constantly looking to deliver value for our partners,
advertisers and gaming enthusiasts at every stage of the value
About FutureConnectors. Creators. Experience
Future is a global multi-platform media company and leading
digital publisher, with scalable brands and diversified revenue
streams. Every month, it connects over 400 million people worldwide
with their passions, through expert content, world-class events and
cutting-edge proprietary technology. Every year Future attracts
millions of consumers to its brands’ websites, magazines, events
and social spaces. Its factual production company Future Studios
specializes in producing amazing content, enjoyed and shared by
millions of people worldwide.
Its market-leading portfolio of over 240 brands spans
technology, games, TV and entertainment, women’s lifestyle, country
lifestyle, luxury, wealth, knowledge, music, creative and
photography, sports, home interest and B2B sectors. Brands include
Techradar, Gamesradar+, Tom’s Guide, CinemaBlend, Marie Claire,
Decanter, Kiplinger, The Week, Guitar World, Digital Camera World,
and Live Science. For more information visit: www.futureplc.com
Media Contact Hugh Moore Broadsheet Communications for Future
Publishing (US) 202-471-0661 firstname.lastname@example.org
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