Reports Games

Games worlds Assessing audience reach, value and relevance

Karol Severin
Cover image for Games worlds
PDF Synopsis Presentation Spreadsheet

Get full access to this report and assets

Already a MIDiA client? Login here to view this report.

If you are interested this report, or related reports such as Games Video Viewing Broader Propositions Will Increase Mainstream Adoption, Games Streaming Tech Major Disruption is Coming and Music and Games Partnership Strategy Beyond the Comfort Zone get in touch today to enquire about a report bundle.

The 20,000 foot view:  As more online games worlds enter the market, brands and marketers need to focus more on monitoring the nuances of each games world community to identify the most effective partnership opportunities. The key factors to pay attention to are reach, audience value, and relevance. This report looks at each of these factors for the three most engaged games worlds: Fortnite, GTA and Roblox. 

Key Insights

  • Reach, audience            and relevance are the three            factors to monitor when assessing            of a games world partner
  • The largest            between gaming world audiences is            reach, with            of consumers playing                       playing Fortnite and            playing Roblox
  • Despite having            users overall, Roblox penetration among            matches Fortnite’s           
  •            of Roblox players in the US are female, making it one of the most gender equal games world
  • At            hours            week, video dominates entertainment time            among games world audiences
  • Games worlds            spend more time on music            social media than they do            games, thus posing an opportunity            appeal to gamers via a            of entertainment formats 
  • Fortnite audiences            more sports orientated than Roblox            GTA audiences
  • Monitoring how            gamers’ preferences over-index in individual            compared to the consumer average,            identify cultural movement opportunities
  • The most            genre preferences across GTA, Roblox            Fortnite players are similar across            entertainment formats, thus illustrating that            emerging ‘games world user’ segment            still in early stages
  • Reach is            the key differentiator between audiences            games worlds, but as competition            differences of audience value and            will also become more profound

Companies and brands mentioned in this report: Activision, Apple, Call of Duty, Fortnite, Grand Theft Auto (GTA),            Roblox