Games worlds Assessing audience reach, value and relevance

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The 20,000 foot view: As more online games worlds enter the market, brands and marketers need to focus more on monitoring the nuances of each games world community to identify the most effective partnership opportunities. The key factors to pay attention to are reach, audience value, and relevance. This report looks at each of these factors for the three most engaged games worlds: Fortnite, GTA and Roblox.
Key Insights
- Reach, audience and relevance are the three factors to monitor when assessing of a games world partner
- The largest between gaming world audiences is reach, with of consumers playing playing Fortnite and playing Roblox
- Despite having users overall, Roblox penetration among matches Fortnite’s of Roblox players in the US are female, making it one of the most gender equal games world
- At hours week, video dominates entertainment time among games world audiences
- Games worlds spend more time on music social media than they do games, thus posing an opportunity appeal to gamers via a of entertainment formats
- Fortnite audiences more sports orientated than Roblox GTA audiences
- Monitoring how gamers’ preferences over-index in individual compared to the consumer average, identify cultural movement opportunities
- The most genre preferences across GTA, Roblox Fortnite players are similar across entertainment formats, thus illustrating that emerging ‘games world user’ segment still in early stages
- Reach is the key differentiator between audiences games worlds, but as competition differences of audience value and will also become more profound
Companies and brands mentioned in this report: Activision, Apple, Call of Duty, Fortnite, Grand Theft Auto (GTA), Roblox