Battle Royale The Monetisation Sweet Spot
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The 20,000 Foot View: Niche is the new mainstream. Battle Royale players are one of these niches – far from mainstream in terms of consumer penetration, but impactful and valuable. Across music, video, news, magazines and games, they engage and spend more than average gamers. Simultaneously, they are demographically, and in parts attitudinally, illustrative of what the next-generation mainstream may look like in terms of entertainment. Brands, video, music and games companies are well positioned to flourish in symbiotic partnerships to serve Battle Royale audiences, drive value, and build loyalty and positive sentiment – crucial assets in the post-peak attention economy.
Key Insights
- In 2019 Royale games (including Fortnite) were niche proposition, trailing behind popular such as Call of Duty, or Grand Theft Auto (GTA) penetration
- More than Battle Royale players are less years old, representing younger more gamers and offering a peek the future
- In 2019, average of Battle Royale players more than six hours gaming week, compared to of average and of all consumers
- The interactive of gaming makes it harder multi-task with other entertainment formats
- Battle Royale over-index in monthly spending across video, news and games compared average gamers
- Battle Royale spend their time gaming but on non-gaming formats, representing an to bring offers directly into sessions
- Battle Royale environments are suitable destinations for digital events across entertainment