More people watch gaming video content than use major TV and audio platforms

An overview of gaming video content consumption versus major TV and audio platforms.

Research by SuperData highlights the opportunity within the gaming video content (GVC) market. The audience stands at an estimated 843m worldwide, more than the combined audience of major TV and audio platforms and over two and a half times larger than the entire population of the US. Of this, 545m viewers are expected on YouTube this year, and 249m on Amazon-owned Twitch (though some of these users will be the same across platforms).

The market is expected to generate revenues of $4.6bn this year, up from $4.1bn in 2017. Of this, 57% will come from advertising (online display formats such...

Not a subscriber?

Schedule your live demo with our team today

WARC helps you to plan, create and deliver more effective marketing

  • Prove your case and back-up your idea

  • Get expert guidance on strategic challenges

  • Tackle current and emerging marketing themes

We’re long-term subscribers to WARC and it’s a tool we use extensively. We use it to source case studies and best practice for the purposes of internal training, as well as for putting persuasive cases to clients. In compiling a recent case for long-term, sustained investment in brand, we were able to support key marketing principles with numerous case studies sourced from WARC. It helped bring what could have been a relatively dry deck to life with recognisable brand successes from across a broad number of categories. It’s incredibly efficient to have such a wealth of insight in one place.

Insights Team
Bray Leino

You’re in good company

We work with 80% of Forbes' most valuable brands* and 80% of the world's top top-of-the-class agencies.

* Top 10 brands