Gaming video content (GVC) is the most important, and massive, new media platform since social media. At 665M people, it’s an audience that will be ignored by brands and advertisers only to their detriment. While the “why would anyone want someone else play video games?” sentiment continues to exist among those behind the curve, the smartest publishers, advertisers, and brands are recognizing that their consumers are now, simply put, watching videos of people playing games.
Compared to the days of the stereotyped gamer, the current viewer base has a high female representation (46%) and high average income ($58K in the US). These young, tech-savvy consumers are leading the “cord-cutting” charge, and they are watching GVC instead of primetime TV. Companies that do not build relationships with these viewers now risk losing the next generation of high-spending consumers.
In this massive new report, the world’s leading game analysts take stakeholders through the story of the gaming video content market’s size and reach, its importance as a media platform, its predictive impact on game sales, and its major consumer profiles. Game publishers and both endemic and non-endemic brands will find the insights vital to their strategies in engaging the most important new media audience.
Some major findings from the report:
PDF report: Vital details on the world’s newest and largest audience including market size and reach, consumer profiling, platform breakouts, revenue strategies, and more.