Forecasts about the mobile entertainment sector have been changing drastically in our country since the coronavirus health crisis began, with this industry being greatly favored in its growth due to confinement. This is reflected in a Global Web Index report, analyzed in detail by AdColony, which has concluded that this industry will achieve greater interaction between people in the online environment 多米尼加共和国电话号码表 this year.
In turn, gaming apps will no longer represent an isolated form of leisure consumption, to become directly the basis for the creation of new communities of people, in this case of players, in this digital ecosystem. In fact, they are already the third preferred place for people to socialize, although still far from environments such as home or work. Together with these factors, 5G will give a crucial boost to mobile entertainment, allowing the gaming experience to resemble that of the video consoles themselves.
On the other hand, the study has defined a very specific profile in reference to the “gamers” of the mobile entertainment sector in Spain. Among its most notable features we find that 59.4% of Spanish adults play from their mobile devices, of which 50.4% are women, and 49.6% are men. In fact, if we look at the distribution of players by age, it is striking that those over 45 make up 35% of all mobile entertainment players, while people between 35-44 years old reach 29.1%. 20.8% of the 25-34 age group, and 15.1% of young people between 16-24 years of age.
Regarding their preferences, gamers have a predilection for genres such as Action-Adventure (50.3%), Puzzle (44.8%), Sports (40%), Racing (35.7%), Simulators (35 , 7%), Strategy (30.1%), Role-playing games (29.7%) and Cards (23.5%). Of course, before discovering mobile video games, they somehow had to access them, usually through online activities such as the use of social networks, search engines, chats and instant messaging, video clips, advertising, and even e-commerce.
Their interests, beyond their own video games or mobile entertainment, tend to revolve around movies and cinema (82.2%), music (74.2%), travel (71.3%), food and beverages (63 , 9%) and health (62.6%). One aspect, health, the importance of which is sometimes overshadowed by the need to play for gamers, who spend on average more than 2.5 hours a day using their mobile, even if it is not to play with it, immersed in the wide variety of mobile entertainment offerings in our country.
Normally, in addition, they tend to use second screens while watching television, especially mobile phones, performing activities similar to those mentioned in their preferences, such as using social networks (73.2%), chatting or writing messages to friends (69.5 %), read emails (65%), play games (54.8%), search for products to buy (46.6%), read news (46.1%), search for information related to what they are seeing (42.4 %), share an opinion about a TV program (17.7%) and interact with the online content of a TV program (16.9%) 社交帖子.