However, consumers are most likely to say that football is where sponsorships will be meaningful to them.
Videogames Articles
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As IOS 14.5+ Adoption Grows, Which App Categories Are Seeing the Highest – and Lowest – IDFA Presence?
New IDFA restrictions have prompted advertisers to shift more of their mobile app ad spend towards Android.
1 in 5 US Smartphone Users Say They Have No Limits on Their Use of Apps and Services
The vast majority of US adults now own a smartphone, with many spending time on their phones switching between different apps. And, while smartphone users are keen app users, there are barriers that keep many of them from using more apps or services, per a report...
Consumer Tech Sales Predicted to Grow by 7.5% This Year
Demand for consumer technology continues to be on the rise in the US, with the Consumer Technology Association (CTA) forecasting [press release] record-breaking revenues for the industry this year. The drive to stay connected, healthy and entertained during the...
Consumers’ Video Game Spending Growth Slows in Q2
After several quarters of double-digit growth, spending growth on video games slowed considerably in Q2 2021. This is per recent data [press release] from The NPD Group, which found that Q2 consumer spending on video game products grew by only 2% year-over-year...
Male Teens Say Video Game Ads Grab Their Attention
Some 4 in 10 (39% of) teens say that social media ads are more likely than a host of others to catch their attention. Nevertheless, a survey from YouGov shows that if brands are wanting to grab the attention of male teens, video games may be the place to advertise....
US Online and Traditional Media Advertising Outlook, 2021-2025
PwC has released its latest annual Global Entertainment & Media Outlook report, a comprehensive study that contains projections for online and offline media advertising markets through 2025. [Editor’s note: If you’re interested in media trends, the 7th annual...
Interest in AR/VR for Shopping Comparatively Low in the US
As e-commerce’s share of retail sales continues to grow across the globe, one thing that holds consumers back from shopping online more is not being able to physically experience products. So, what if shoppers were given the option to try products through augmented...
4 in 10 to Buy More Tech Due to the Pandemic; Here’s Which Products Are Most Widely Adopted
Consumer appetite for tech products is set to grow even further, per new data [press release] from the Consumer Technology Association (CTA). The poll of more than 2,400 adults found that intent to buy tech products in the next 12 months is 11% higher than it was this...
Half Say Advertising is Important in the Buying Decision
When shoppers are going through the process of shopping and purchasing items, advertising has importance, but not as much as some other factors in influencing buying decisions. A survey from Ipsos [PDF] found that half of the more than 1,200 US adults say advertising...
Q1 Consumer Spending on Videogames Up 30% Y-O-Y
Continuing the trend from last year, quarterly spending on video game products in the first quarter of 2021 saw double-digit growth. This is per recent data [press release] from The NPD Group, which found that Q1 consumer spending on video game products grew by 30%...
Gen Z Consumers More Likely to Play Video Games Than Watch Live TV
The youngest generation of adults has embraced digital activities more than older adults. While this is far from surprising considering this is the first generation of adults reared in the age of digital, a report from Morning Consult and Verizon shows that this...

The Average Brand Invests 3.8% of Revenues into Media. Is That Enough?
Digital display, social media, and linear TV are the most likely to be above-average at delivery on both revenue and brand metrics.

Back to Class Spending Expected to Reach Record High This Year
Tech spending is expected to decrease for back-to-school but increase for back-to-college.

Most Americans Recognize Familiar Songs in Ads
About 7 in 10 American adults say music is important to their identity, and roughly 6 in 10 say it’s important to their culture.

Consumers’ Video Game Spending Climbs by 7% Y-O-Y in Q3
Total spending on video games reached $13.3 billion during the quarter.

Snapchat Holds On to Top Spot as Teens’ Favorite Social Platform
More than one-third (35%) of teens named Snapchat as their favorite social media platform.

Time Spent Playing Video Games Continues to Rise
Americans are spending an average of 16.5 hours per week playing video games this year.