Increase in Mobile Gaming to Persist Beyond Pandemic

There was a surge in mobile gameplay when the pandemic began. According to a new report, nearly two-thirds of gamers increased the amount of time they played. And the majority of that activity will continue beyond the pandemic.

There was an increase in new players as well. The report from market research firm IDC and LoopMe, “What Mobile Gaming's 'New Normal' Should Look Like After the COVID-19 Pandemic,” found that 6% of mobile gamers had not played mobile games before the pandemic.

According to the report: “Largely due to pandemic effects, the worldwide base of gamers that played on a smartphone or slate tablet monthly jumped 12% in 2020 compared to 2019, to roughly 2.25 billion last year.”

The report was based on a survey of 3,850 mobile phone users across multiple countries, including the United States. Much of the increase in gameplay correlated with the severity of the impact of COVID-19 on a national basis. According to the report: “63% of respondents reported an increase in gameplay time, more-so in countries hard hit by COVID-19 — with an estimated 75% of the net rise in mobile gaming activity to remain after the "new normal" is established in the next two years.”

"Two of the clearest and most important signals we found in the survey results were that mobile gaming activity tended to increase more in the countries with the highest COVID-19 death rates, and that gamers in these same countries expected a larger pullback in gaming once the pandemic has subsided compared to gamers in countries that have had low COVID-19 death rates," said Lewis Ward, director of Gaming and VR/AR research at IDC, in a prepared statement. "This latter change, which should propagate globally in the next 12 to 24 months, will likely have important implications for game developers and publishers...."

Further details can be found on IDC’s site.

About the Author

David Nagel is the former editorial director of 1105 Media's Education Group and editor-in-chief of THE Journal, STEAM Universe, and Spaces4Learning. A 30-year publishing veteran, Nagel has led or contributed to dozens of technology, art, marketing, media, and business publications.

He can be reached at [email protected]. You can also connect with him on LinkedIn at https://www.linkedin.com/in/davidrnagel/ .


Featured

  • open digital book with a glowing holographic AI assistant emerging from its pages

    Partnership Brings AI Teaching Assistant to SchoolsPLP Course Library

    SchoolsPLP, a provider of PreK-12 digital curriculum and learning solutions, has partnered with Agilix Labs to integrate the latter's BusyBee AI teaching assistant into its K-12 course library.

  • futuristic AI interface with glowing data streams and abstract neural network patterns

    OpenAI Launches Its Largest AI Model Yet

    OpenAI has introduced GPT-4.5, its largest AI model to date, code-named Orion. The model, trained with more computing power and data than any previous OpenAI release, is available as a research preview to select users.

  • Slooh Earth Science Quests

    New Slooh Earth Science Curriculum Features Live Orbital Satellite Feeds

    Robotic telescope platform and astronomy education provider Slooh has launched a new NGSS-aligned Earth Science curriculum for grades 5-9 designed for Earth science and career and technical education IT courses.

  • zSpace Imagine Learning Solution

    zSpace Debuts Headset-Free AR/VR System

    Immersive learning company zSpace has announced the zSpace Imagine Learning Solution, a headset-free AR/VR laptop system designed for elementary education. The all-in-one platform integrates hardware, software, and hands-on lessons to create dynamic learning experiences for young students.