In this post from ‘The changing behaviour series’ we take a look at where consumers were spending their time whilst online on their phones and what the patterns of behaviour were when they did venture to supermarkets and shopping malls.
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.
A nation famed for warm greetings, a culture of dining in groups and world-class artisanal shopping, over the past month Italy has been the epicentre of the coronavirus in Europe. The country has been on lockdown since the beginning of March and is now starting to look with hope towards the next stage of the COVID-19 contagion following a declining curve of infection over the past week.
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.
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.