报告:封锁期间的视频游戏(英文).pdf

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VIDEO GAMING IN LOCKDOWN The impact of Covid-19 on video game play behaviours and attitudes September 2020 © Ipsos | ISFE Gaming in Lockdown | September 2020 |© Ipsos | ISFE Gaming in Lockdown | September 2020 | Introduction: Video game play in Lockdown The start of 2020 saw the spread of Covid-19 (or coronavirus) COVID-19 has also seen more positive shifts in the video gaming across the world. Many countries – including those in which we run market and has helped to introduce video game play to a larger GameTrack – were seriously impacted by the pandemic, imposing audience. Whilst the limitations put on live events and large national lockdowns and restricting the movement of people. gatherings have had a short term impact on the esports market, there has been increased engagement in esports during COVID-19, with During this time, we have seen shifting patterns of behaviour, major sports brands using esports to maintain engagement with their particularly when it comes to media habits. Streaming services such fan bases.**** as Netflix saw their usage surge (so much so they had to place limitations on usage) and people began to adopt new services, COVID-19 is still ongoing, and there is likely going to be continued including the newly launched Disney+.* disruption and change in the industry. In this report we will look at how video game playing habits, attitudes and behaviours were But in video gaming also, there were early indications that COVID-19

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