Gaming participation has reached 80% of the U.S. population, marking a 4% increase since 2024 and establishing gaming as a primary pillar of digital engagement.
02
Traditional pay TV is in decline, with nearly 25% of consumers planning to cancel their subscriptions within the next year as smartphones and connected TVs become the dominant media platforms.
03
Cost-sensitivity is the primary driver of churn in the streaming market, where the average consumer currently maintains 3.5 paid subscriptions.
04
Mobile gaming is the preferred platform across all age groups, including users over 55, while video-based gameplay content has replaced traditional advertising as the most effective discovery mechanism for younger demographics.
05
While interest in the Metaverse, VR, and AR is concentrated in the 18–34 age demographic, widespread adoption is currently hindered by consumer concerns regarding data privacy and security.
06
Gamers show a willingness to increase spending on virtual goods if ownership and transferability are secured, though interest in broader cryptocurrency remains limited due to caution regarding speculative financial technologies.
07
The creator economy is facing a monetization crisis, with many participants experiencing declining average earnings despite the continued growth of user-generated content platforms.
Insights
01
Gaming participation has reached 80% of the U.S. population, marking a 4% increase since 2024 and establishing gaming as a primary pillar of digital engagement.
02
Traditional pay TV is in decline, with nearly 25% of consumers planning to cancel their subscriptions within the next year as smartphones and connected TVs become the dominant media platforms.
03
Cost-sensitivity is the primary driver of churn in the streaming market, where the average consumer currently maintains 3.5 paid subscriptions.
04
Mobile gaming is the preferred platform across all age groups, including users over 55, while video-based gameplay content has replaced traditional advertising as the most effective discovery mechanism for younger demographics.
05
While interest in the Metaverse, VR, and AR is concentrated in the 18–34 age demographic, widespread adoption is currently hindered by consumer concerns regarding data privacy and security.
06
Gamers show a willingness to increase spending on virtual goods if ownership and transferability are secured, though interest in broader cryptocurrency remains limited due to caution regarding speculative financial technologies.
07
The creator economy is facing a monetization crisis, with many participants experiencing declining average earnings despite the continued growth of user-generated content platforms.