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1、 Ipsos | ISFE Gaming in Lockdown | September 2020 |Summary: Q2 2020 Results3Playtime &spendingPlay time increased weekly by 1.5 hrs compared to the same period in 2019 among players aged 6-64 years old. However, most players resumed their usual playtime as lockdown eased.14% claim to havediscovered
2、new video games.Despite increased playtime, only a small proportion of players claim to spend more on in-game extras (6%).EducationAround 1 in 5 parents agree that video games have helped with their childs education and schooling.1 in 5 parents are playing more video games with their children during
3、 lockdown as well as educational video games.Mental healthAround 3 in 10 of players say video games have helped them to feel happier, less anxious and isolated.During the full lockdown (April), 29% of players agreed that video games had a positive mental health benefit.35% of those playing multiplay
4、er online games have a more favourable view of video gaming & mental health.Playing together1 in 5 players played more video games online with friends, family or other video game players during lockdown.A fifth of parents claimed they played more with their children since COVID.Playing multiplayer o
5、nline games have provided support during lockdown to feel less isolated. Ipsos | ISFE Gaming in Lockdown | September 2020 | Ipsos | ISFE Gaming in Lockdown | September 2020 |Q2 2020VIDEOGAME PLAY LOCKDOWNPlaytime and spendingBase: All players aged 6-64Playtime:Engagement in video game play has accel
6、erated during lockdown periods acrossGameTrack EU countries increasing by 1.5 hrs per week during the last two quarters.Mean time spent playing hrs/week (Among all video game players on any device)10.2Q4 2018Q1 2019Q2 2019Q3 2019Q4 2019Q1 2020Q2 2020+1.5hours vs. Q2 201910.811.211.
7、711.711.612.58.89.05 Ipsos | ISFE Gaming in Lockdown | September 2020 |NET: Euro (UK / FR / GE / SP / IT)Playtime:Across markets there is a notable drop in players claiming playing more whencomparing April vs June; a l
8、ikely consequence of the easing of lockdowns.40% 41%36%Activities doing more of since lockdown (amongst players by market) “Playing any video games”NET: Doing this a lot more / doing this a bit moreCOVID1. Within the past month, which of the follow best describes your behaviour for the following act
9、ivities?30%April202028%May202022%June2020All playersSignificant difference of 95% vs. April 2020Base Apr 2020: All 11-64 players. Total (3,628), UK (738), FR (701), GE (695), SP (767), IT (718)Base May 2020: All 11-64 players. Total (3,608), UK (767), FR (698), GE (668), SP (744), IT (731)Base Jun 2
10、020: All 11-64 players. Total (3,694), UK (737), FR (702), GE (692), SP (750), IT (712)April2020MayJune2020202032%April202028%May202020%June202021%April202019%May202015%June202024%April202020%May202019%June202034%April202032%May202021%June2020Q2 20206 Ipsos | ISFE Gaming in Lockdown | September 2020
11、 |“I am confined to my homeso I have more free time to play video games.”“I have more free time at home, so replacing activities like going out for a drink with friends, going to the movies, playing sportsoutdoors.”“Staying at home has made it possible to stay in touch with friendsa way could be to
12、playtogether.”“I spend more time at home than usual and have fewer obligations.”“Due to the Corona virus my family has self isolated. Playing games makes for a fun past time.”“No school, keeping my 8 year old entertained. Also I am stressed about the news and will play games on my phone torelieve st
13、ress/boredom.”“I have more time to fill without work.”“I get bored more easily and have more time to devote myself. Also there were attractive offers.”Base: All who spent more time playing any or new videogames in the past month (5,995)The coronavirus pandemic has increased video game playing time;
14、players are replacing other hobbies which are not possible under quarantine and have moretime overall to spend playing video games due to fewer obligations.Reasons for playing more video games in past monthCOVID2. You previously mentioned that you were playing more videogames in the past month than
15、before. What are the main reasons you are playing videogames“Covid-19 Quarantine.”Q2 2020more in the past month? Please give as much detail as possible7 Ipsos | ISFE Gaming in Lockdown | September 2020 |Spending:27% of players claim to play more and a 14% claim to have discovered new video games.27%
16、14%6%39%20%11%26%13%4%18%9%5%29%16%7%21%9%5%Playing any video gamesPlaying new video gamesSpending on in-game extrasDespite increased this, a small proportion claim to spend more on in-game extras. Activities doing more of since lockdown (amongst players by market)NET: Doing this a lot more / doing
17、this a bit moreTOTALUKFRANCEGERMANYSPAINITALYSignificant difference of 95% vs. allBase: All 11-64 players. Total (10,830), UK (2,242), FR (2,111), GE (2,055), SP (2,261), IT (2,161)Q2 2020COVID1. Within the past month, which of the follow best describes your behaviour for the following activities?8
18、Ipsos | ISFE Gaming in Lockdown | September 2020 |Spending:11 to 24 year olds have been playing more although spending level has notincreased significantly; only one in ten 11-17 are spending more on in-game extras.27%14%6%41%20%11%33%18%9%28%16%7%21%11%4%16%5%2%Playing any video gamesPlaying new vi
19、deo gamesSpending on in-game extrasActivities doing more of since lockdown (amongst players by age)NET: Doing this a lot more / doing this a bit moreTOTAL11-17 YEARS18-24 YEARS25-34 YEARS35-44 YEARS45-64 YEARSSignificant difference of 95% vs. allBase: All 11-64 players. Total (10,830), 11-17 (1,292)
20、, 18-24 (1,774), 25-34 (2,311), 35-44 (2,414), 45-64 (3,039)Q2 2020COVID1. Within the past month, which of the follow best describes your behaviour for the following activities?9 Ipsos | ISFE Gaming in Lockdown | September 2020 |As with players overall, Coronavirus appears to have impacted how paren
21、ts also play video games. One in five parents claim to be playing more video games with their children (0-15 years old).A similar proportion claim to agree that video games have helped with their childrens education. This is notably amongst parents of younger children. And in the UK again, a signifi
22、cantly higher proportion of parents are likely to agree about the role of video game play in education vs. the other European markets.When it comes to in-game Covid-19-related messaging, a higher proportion of parents who play video games in the UK have seen such messaging compared to the other mark
23、ets. However, the number claiming to have viewed these messages is low, with around one in ten players claiming to have seen them.10 Ipsos | ISFE Gaming in Lockdown | September 2020 |Summary: Education18%19%20%14%28%15%13%12%17%All parents0-5 yrs6-10 yrs11-15 yrsUKParentsFrance ParentsGermany Parent
24、sSpain ParentsItaly Parents1 in 5 parents agree that video games have helped with their childs education andschooling. This is higher amongst parents of younger kids and for those in the UK.COVID3. Thinking again about the past month, to what extent do you agree or disagree with the following statem
25、ents?Video game play and education / schooling NET Agree: “Playing video games has helped with my childrens education/schooling”Parents (overall and of each age group)Gamers (overall and by market)Base: All parents who play videogames on at least 1 device. All parents (1,416), Parents 0-5 (478), Par
26、ents 6-10 (233), Parents 11-15 (804)Base: UK (289), FR (286), GE (240), SP (312), IT (289)Significant difference of 95% vs. allQ2 202011 Ipsos | ISFE Gaming in Lockdown | September 2020 |Almost 1 in 5 parents are playing more video games with their children during lockdown as well as educational vid
27、eo games. This is notable amongst parents of20%18%22%21%24%22%19%15%Playing videogames with my childrenPlaying educational videogames with my childrenyounger children.Activities doing more of since lockdownBehaviour changeNET: Doing this a lot more / doing this a bit moreBase: All parents who play v
28、ideogames on at least 1 device. All parents (1,416), Parents 0-5 (478), Parents 6-10 (233), Parents 11-15 (804)ALL PARENTSPARENT OF CHILD 0-5PARENT OF CHILD 6-10PARENT OF CHILD 11-15Significant difference of 95% vs. allCOVID1. Within the past month, which of the follow best describes your behaviour
29、for the following activities?12 Ipsos | ISFE Gaming in Lockdown | September 2020 |Q2 2020Around one in five think that playing video games has a positive effect on mental health. This is notably higher amongst players, with just over a quarter of players thinking it has a positive impact.Similarly,
30、a higher proportion of parents agree that playing video games has a positive impact on mental health.A quarter of all players claim to have a more favourable view of playing video games and mental health.13 Ipsos | ISFE Gaming in Lockdown | September 2020 |Summary: Mental HealthAround 30% of players
31、 say video games have helped them to feel happier, less anxious and isolated. This is particularly notable in the UK where half of players26%29%32%39%39%50%25%28%28%18%24%27%25%27%29%25%29%25%Playing videogames has made me feel lessisolatedPlaying videogames makes me feel lessanxiousPlaying videogam
32、es helped me feel happierclaim it has helped them feel happier.Attitudes to playing video games in lockdownNET: Strongly agree / agreeBase: All 11-64 players: Total (10,830), UK (2,242), FR (2,111), GE (2,055), SP (2,261), IT (2,161)TOTALUKFRANCEGERMANYSPAINITALYSignificant difference of 95% vs. all
33、Q2 2020COVID3. Thinking again about the past month, to what extent do you agree or disagree with the following statements?14 Ipsos | ISFE Gaming in Lockdown | September 2020 |13%20%29%24%25% 24%11%24%17% 15%31%32%17% 17% 16%22%14% 14% 14%12%16%19%35%35%AllUKFranceGermanySpainItalyPlayersParentsBase
34、(Monthly): Total 11-64 sample (4,405), UK (c.880), FR (c.880), GE (c.890), SP (c.860), IT (c.870), Gamers (c.4,600), Parents (c.2,100)Mental health:During the full lockdown (April), the proportion of people who agree that playingvideo games has a positive impact on mental health was slightly higher
35、overall.Total (Players & Non-Players)PlayersParentsPlaying Video games and Mental Health NET: Strongly Agree / Agree “Playing video games has positive mental health effects”APRIL 2020MAY 2020JUNE 2020Significant difference of 95% vs. April 2020Q2 2020COVID3. Thinking again about the past month, to w
36、hat extent do you agree or disagree with the following statements?15 Ipsos | ISFE Gaming in Lockdown | September 2020 |17%24%14%12%20%17%24%19%UKFranceGermanySpainItalyPlayersParentsBase: Total 11-64 sample (13,192), UK (2,671), FR (2,644), GE (2,674), SP (2,584), IT (2,619), Players (10,830), Paren
37、ts (4,886)Mental health:Nearly 1 in 5 agree that playing video games has a positive impact on mental health. This is higher in the UK and unsurprisingly also amongst players.Total (Players & Non-Players)PlayersParentsPlaying Video games and Mental Health NET: Strongly Agree / Agree “Playing video ga
38、mes has positive mental health effects”AllSignificant difference of 95% vs. allQGAMESTAT. To what extent to do agree or disagree with the following statements?16 Ipsos | ISFE Gaming in Lockdown | September 2020 |Q2 2020 Ipsos | ISFE Gaming in Lockdown | September 2020 |/who-video-games-coronavirus-p
39、andemic-mental-health-disorder-2020-4?r=US&IR=T /business-news/ea-partners-with-uk-government-and-calm-to-support-letstalkloneliness/ https:/www.bbc.co.uk/news/newsbeat-5247054217UK Market Context: Mental Health & Video Game PlayWe have seen how that in the UK, players are more likely compared to th
40、e other European markets to see the benefits of playing video games on mental health and as an aide during lockdown and separation. Over half have claimed that playing video games has made them feel happier during lockdown (vs. 35% across all the other markets).There have been many conversations aro
41、und playing video games and mental health, particularly since the WHO ruling in 2019 on gaming disorder. But as the Covid-19 pandemic developed, video game playing is increasingly considered as a tool to help maintain social distancing whilst maintaining social bonds (see the #playaparttogether camp
42、aign).We can see in the UK how there are more positive associations between playing video games and mental health. At the start of lockdown, UKIE announced the Games for Carers programmewhich worked with publishers to bring thousands of free games tofrontline staff to help alleviate stress.In the UK
43、 in particular, there is broad, institutional support of the video games industry and its role when it comes to combating mental health issues. Recently, EA partnered with the Department of Media, Culture and Sport and the charity CALM (Campaign Against Living Miserably) to raise awareness of and co
44、mbat loneliness.Signals like this suggest how video games are playing a larger role in UK society particularly around issues such as mental health, in ways that may not be being adopted in other markets. Whilst perceptions of mental health and playing video games havent shifted significantly during
45、lockdown, video game play has played an immediate role that may help in the long term to help shift these perceptions. Ipsos | ISFE Gaming in Lockdown | September 2020 |Q2 2020VIDEOGAME PLAY LOCKDOWNPlaying togetherPlaying together:Almost 1 in 5 players claim to have played more video games with fri
46、ends, family or other video game players during lockdown.18%26%15%13%19%16%Playing videogames online with friends, family or other gamersActivities doing more of since lockdownNET: Doing this a lot more / doing this a bit moreCOVID1. Within the past month, which of the follow best describes your beh
47、aviour for the following activities?Significant difference of 95% vs. allBase: All 11-64 players. Total (10,830), UK (2,242), FR (2,111), GE (2,055), SP (2,261), IT (2,161)TOTALUKFRANCEGERMANYSPAINITALY19 Ipsos | ISFE Gaming in Lockdown | September 2020 |Q2 2020Base: All parents. April 2020 (1,601),
48、 May 2020 (1,626), June 2020 (1,659)How did parents play during lockdown?Parents played more during the lockdown in April when lockdown eased, thisdropped slightly to previous levels.Reach of playing video games among parentsB1b. Again, please EXCLUDE any pirated games and EXCLUDE online gambling. W
49、hich, if any, of the following devices do you play OFFICIAL games on, even if just occasionally? Please select all that apply.61%43%29%44%61%44%26%41%58%41%25%38%Significant difference of 95% vs. April 2020Q2 202020 Ipsos | ISFE Gaming in Lockdown | September 2020 |April2020May2020June2020ANY DEVICE
50、April2020May2020June2020CONSOLEApril2020May2020June2020PCApril2020May2020June2020SMART DEVICEPlaying multiplayer online games appears to have played a supportive role during lockdown.32%29%26%25%49%42%46%49%. has helped me to feelhappier makes me feel lessanxiousAll players. has helped me to feel. h
51、as helped me to stayless isolatedconnected with friendsMultiplayer Online21 Ipsos | ISFE Gaming in Lockdown | September 2020 |Base: All 11-64 players across the UK, FR, GE, SP & IT (10,830) / All players who have played multiplayer online (3,926)QGAMEPLAY. Thinking a bit more about your gameplay, wh
52、ich of the following gameplay modes do you play? COVID3. Thinking again about the past month, to what extent do you agree or disagree with the following statements?Playing videogames (% NET agree) Ipsos | ISFE Gaming in Lockdown | September 2020 |Q2 2020VIDEOGAME PLAY LOCKDOWNHow did people play?Rea
53、ch of playing video games among all playersBase: All 6 64 population. April 2020 (5,077), May 2020 (5,073), June 2020 (5,083)How did people play during lockdown?The reach of playing video games across the five EU market remains consistent duringlockdown. There is a slight drop in the number of playe
54、rs playing on PC, however.B1b. Again, please EXCLUDE any pirated games and EXCLUDE online gambling. Which, if any, of the following devices do you play OFFICIAL games on, even if just occasionally? Please select all that apply.52%28%28%32%51%29%28%31%51%29%25%31%April2020May2020June2020ANY DEVICESig
55、nificant difference of 95% vs. April 2020Q2 202023 Ipsos | ISFE Gaming in Lockdown | September 2020 |April2020May2020June2020CONSOLEApril2020May2020June2020PCApril2020May2020June2020SMART DEVICEReach of playing video games by device type (Q2 2020)Smart devices are now the most popular way to play vi
56、deo games for allmarkets except the UK where console playing edges ahead.ANY DEVICEBase: All 6-64 respondents (based on GameTrack results)B1b. Again, please EXCLUDE any pirated games and EXCLUDE online gambling. Which, if any, of the following devices do you play OFFICIAL games on, even if just occa
57、sionally? Please select all that apply.24 Ipsos | ISFE Gaming in Lockdown | September 2020 |CONSOLEPCSMART DEVICE51%29%27%31%+2ptsvs. 49% (Q2 2019)+3ptsvs. 26% (Q2 2019)+1ptsvs. 26% (Q2 2019)+3ptsvs. 28% (Q2 2019)Reach Q2 2019Base: All parents (4,886)Consoles and smart devices are the most popular v
58、ideo game devices amongst parents and the reach of parents playing video games has increased year-on-year.Reach of playing video games among parentsB1b. Again, please EXCLUDE any pirated games and EXCLUDE online gambling. Which, if any, of the following devices do you play OFFICIAL games on, even if
59、 just occasionally? Please select all that apply.+2ptsvs. 58% (Q2 2019)+6ptsvs. 37% (Q2 2019)-3ptsvs. 30% (Q2 2019)+4ptsvs. 37% (Q2 2019)Reach Q2 2019ANY DEVICE60%43%27%41%25 Ipsos | ISFE Gaming in Lockdown | September 2020 |Q2 202016%8%6%10%8%4%3%4%Any deviceConsolePCSmart DeviceLockdown has encour
60、aged players to expand their experience across a range ofdevices.% of players who have started playing video games in the past 1 and 3 monthsNET: Started videogaming inpast 3 monthsStarted videogaming inpast 1-3 monthsStarted videogaming in past month24%12%10%14%20%12%7%12%14%5%6%10%15%8%7%8%14%5%5%
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