Games played in a typical week including casual games and video games; devices used to play games; frequency of accessing gaming content online and involvement with websites that focus on gaming
This report covers four key genres of entertainment - games, movies, music, and television and explores how broadband users act as both consumers and producers of entertainment online.
With an ever-growing array of fan sites and online marketing vehicles, audience behaviors have shifted and millions of entertainment marketing dollars are...
With content no longer tethered to particular a medium, device or location, advertisers and business leaders cope with an increasingly complex web of consumer choices and behaviors. Devices proliferate, access is anywhere and content is set free to be enjoyed where ever and when ever… or so the story...
New and unexpected forms of content are now accessible across millions of websites, bringing expansive opportunities for personal choice and social interactions. This report zeroes-in on entertainment online, examining the content, sites and behaviors that shape how entertainment is experienced on the Web. Almost 1300 Netpop respondents (N=1284) answered...
Percent who say their favorite game website is very enjoyable or not enjoyable using a 7-point scale where 1 is "Not at all enjoyable" and 7 is "Very enjoyable"
Percent who say one of several activities is the one they do most on their favorite game website. Activities include downloading games, communicating about games, or playing directly on the site
Percent who are very interested or not at all interested in products and brands advertised on their favorite game website. Interest is measured on a 7-point scale
Percent who use their favorite game website for a range activities including downloading gaming content, communicating about a game topic, or playing directly on that site