IndustriesIndustryOne-minute read
Gaming and tech
Two audiences share this market: teenagers, and men in their late twenties and early thirties. Both arrive from everywhere at once.
For brands, marketing agencies, creators, public figures, PR firms
Gaming is one of the newest markets we work in, and one of the fastest to show its shape. We run channels on gaming setups, game moments and streaming culture.
- 13–1746%
- 18–249%
- 25–3442%
- 35–443%
- 45–540%
- 55–640%
- 65+0%
- 1%
- women
- 99%
- men
- 29%
- in the United States, the largest single country
- 5%
- arrived by searching
What we know about this audience
It is two audiences. On our gaming-setup channel, more than four in ten viewers are teenagers and more than four in ten are between twenty-five and thirty-four. One group dreams about the setup; the other can buy it.
It is global on day one. On the gaming channel we opened this month, Germany led with under a quarter of the viewing, ahead of the United States, Russia and Turkey.
It searches. One in twenty setup viewers arrived by searching, more than 1.5 times the rate across our channels. This audience looks things up.
It watches the streamers closely. On our streaming-culture channel, viewers watch more than three-quarters of each video, and more than eight in ten are between twenty-five and forty-four.
What we have built here
We opened a new gaming channel on alongside three other markets. Read what the first week showed.
What it means for you
- BrandsHardware, peripherals and games in front of both the dreamers and the buyers.
- Marketing agenciesA gaming audience that crosses borders from the first day, ready for a client's release.
- CreatorsMore channels around your gaming work, carried to audiences in many countries at once.
- Public figuresA streamer's or player's name said where gaming audiences already watch.
- PR firmsA launch said across many gaming channels at once, on release day.
More to read
- EssayYour audience is mostly strangers.On the channels we run, almost everyone watching has never followed the account that made the video. That changes what a following is for.
- Case studyDaily viewing nearly tripled in five days.Early October, across every channel we run. What moved, who was watching, and what it says about compounding reach.
- EssayAttention is counted in hours.Most media is sold by the glance. What a name actually needs is time in someone's head, and that time can be counted.