Gaming

The changing behaviour series: gaming on the rise

It comes as no surprise that gaming is big business. But what is perhaps surprising is just how big the industry is, with the world’s 2.7 billion gamers expected to spend $159 billion on games in 2020. According to NewZoo, mobile gaming was the segment which saw the biggest increase in engagement and revenues as a result of COVID-19 measures. 

The changing behaviour series: sports in the virtual world

Earlier this week we looked at gaming apps and the rise in activity at distinct points throughout the day. As part of ‘The changing behaviour series’ we’re taking a deeper look at what other apps are performing well in the app ecosystem and how brands can use consumer behaviour to inform their strategy. 

The changing behaviour series: got game?

Lockdowns have been imposed in most major cities around the world. Personal movement across these cities has disappeared virtually overnight, with transport app Citymapper reporting as much as a 96% reduction in travel over the past number of weeks. And gaming and news apps are having their moment, in terms of content consumption and engagement. This restricted movement has led to an uptick in app usage of 70.1% in the UK, 15% in the US and 23% in Australia, according to Blis data. 

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