Video Gamers Spend 11% of Their Entertainment Funds on Video Games

BY Rachel Cagle
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"According to the 2019 Evolution of Entertainment report from The NPD Group, 73% of Americans ages 2 and older play video games, an increase of 6 percentage points since June 2018."

"In the U.S., playing video games accounts for 17% of consumers’ entertainment time and 11% of their total entertainment spend. However, while gaming engagement appears to be relatively stable overall, notable increases in both engagement and spending have been seen among kids ages 2 to 17."

'Kids are becoming a more influential part of the gaming marketplace thanks to games such as Fortnite and Minecraft, assisted by the growing influence of YouTube and Twitch,' said Mat Piscatella, games industry analyst at The NPD Group. 'More than one-​third of kids are spending more time playing video games than they were a year ago, while well over 20% are also spending more.'”

"Mobile remains the most accessible and popular gaming platform, with mobile gaming appealing to gamers across all consumer segments. Most mobile gaming consumers play on a daily, or near-​daily basis, while gaming on PC’s and consoles is more variable, tending to occur less often for longer sessions as it necessitates settling in for more intensive experiences."

'Because so many people own or have access to smart devices, and because gaming applications available on these devices offer many inexpensive, even free experiences, they remain the most accessible entry point for those who are curious about gaming,' said Piscatella. 'Mobile is where many experience gaming for the first time, allowing for an easy entry point to the broader world of gaming.'”

According to AudienceSCAN, within the last month, 68.4% of Video Gamers have used the internet to play online games. While they're playing, these gamers can be targeted with mobile ads since they're 38% more likely than others to find advertising on their mobile apps useful and, last year, nearly half took action after either seeing an ad on their mobile smartphone apps or receiving an ad via text. Within the last year, Video Gamers were also motivated to action by TV, direct mail, email and radio ads.

AudienceSCAN data is available for your applications and dashboards through the SalesFuel API. In addition, AdMall contains industry profiles on video game dealers and video game publishers, as well as lead lists at the local level. Media companies, sales reps and agencies can access this data with a subscription to AdMall from SalesFuel.


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