The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. During an ********** survey in the United States, ** percent of respondents aged 18 to 29 stated that they expected to spend more on video games due to the coronavirus.
The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. Global spending on digital games rose to 10 billion U.S. dollars in March 2020, marking the highest monthly figure ever.
The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. During an April 2020 survey in the United States, 19 percent of respondents stated that they expected to spend more on video games due to the coronavirus. However, some 58 percent said that there would be no change in their spending habits on video games.
The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. In April 2020, during the height of the lockdown, sales of video gaming hardware in the United States increased by 163 percent compared to the previous year.
The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. During a March 2020 survey, video gamers in the United States reported that they spent ** percent more time playing video games amid the quarantine than in the previous week.
The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. From March 16 to March 22, a total of 1.58 million physical game titles were sold worldwide. This 82 percent total increase from the previous week is, in part, due to the release of new titles Animal Crossing: New Horizons and DOOM: Eternal. However, even when sales of these two games are deducted, physical game sales were still 10.8 percent higher than the previous week, suggesting that many people were turning to video gaming to keep them entertained through the crisis.
The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. From March 16 to March 22, a total of 4.3 million games were sold worldwide. This 63 percent total increase from the previous week is, in part, due to the release of Animal Crossing: New Horizons by Nintendo. However, like-for-like game sales also increased by 44 percent, suggesting that many people were turning to video gaming to keep them entertained through the crisis.
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The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. During an ********** survey in the United States, ** percent of respondents aged 18 to 29 stated that they expected to spend more on video games due to the coronavirus.