Novel interactive competitors are taking attention, time, and spend from video games
Framing-Operationen
Emergence of new competitive threats to gaming
What specifically constitutes 'novel interactive competitors'
Zero-sum competition for consumer resources
Abhaengigkeiten
Haengt ab von
Ermoeglicht
Metadaten
- Epistemischer Status
- stated_as_fact
- Evidenztyp
- none
- Evidenzqualitaet
- none_cited
- Themen
- competition, attention_economy, gaming
Verwandte Claims aus Cluster Competitive Threats And Substitutes
Video games are losing an attention war within the 'Major Market 8'
Novel interactive competitors are taking attention, time, and spend from video games
Over the last six years, video gaming has faced a surprising reality across eight "developed" countries representing ~60% of consumer spend: losing share in the Attention Wars
Interactivity is still ascendant... but that's video gaming's challenge. Interactive experiences continue to emerge and offer novel forms of skill mastery, progression loops, and social play
In just the U.S., consumption of TikTok is up 39 million hours a day compared to the second half of 2020 and first half of 2021 (i.e., after COVID normalization)