Gaming Research
- Building Design Services
- Facility Management
- Fire Detection and Suppression
- Industrial Automation Software
- Industrial Control Systems
- Machine Vision
- Thermal Imaging
- Commercial and Industrial Pumps
- Commercial and Industrial Valves
- Motors and Drives
- Industrial Maintenance
- Industrial Safety
- Lab Automation
- Conveyors and Sortations
- Industrial Robotics
- Sensors and Actuators
- Mobile Payments
- Real Time Payments
- PoS Terminals
- Audio Systems
- Digital Signage
- Transistors
- Passive Electronics
- Lasers and Laser Parts
- Analytical Instrumentation
- Electronic Test and Measurement
- Environmental Test and Measurement
- Cloud Security
- Identity & Access Management
- Network Security
- Threat Management
- Healthcare Information Technology
- Computer Hardware
- Networking Equipment
- Peripherals
- Cloud & Colocation Data Center
- Data Center Cooling
- Data Center Power
- Business Consulting Services
- Business Process Services
- Managed Services
- Analytics and Business Intelligence
- Content Management Software
- CRM Software
- Data Management Software
- Development and Testing Software
- Enterprise Collaboration Software
- Financial Software
- HCM Software
- Location Intelligence Software
- Network Software
- Project Management Software
- Supply Chain Management Software
- Advertising
- Gaming Platforms
- Video Content Services
- 2FA and MFA
- Security Screening
- Video Surveillance
- Law Enforcement
- Safety Equipment and Technologies
- Microcontroller Unit
- Semiconductor Chipsets
- Wafer Fabrication Equipment
- Advanced Semiconductor Packaging
- 3D Printing
- Cloud Computing
- Virtual Reality (VR)
- Smart Home & Building
- Smart Transportation and Logistics
- Energy Management Systems
- Smart Metering
- Smart Water Management
- Smart Home Security Devices
- Smart Watch
- IoT Security
- Wireless Communication Protocols
- Smartphones
- Telecom Transmission Equipment
- Wires and Cables
- Mobile Services
- NDT Equipment and Services
Filter Reports
By Countries
36 Gaming Reports
Study Period: 2019 - 2029
Regions Covered: North America, Europe, Latin America, Middle East and Africa
Major Players: Sony Corporation, Microsoft Corporation, Apple Inc., Realnetworks LLC (Gamehouse) , Bandai Namco Holdings Inc
Countries Covered: India, Australia, South Korea, China
Major Players: Dream Sports, PlayUP Ltd, RealGM LLC, HalaPlay Technologies Pvt. Ltd, ESPN Inc.
Country Covered: United States
Major Players: Logitech International SA, Turtle Beach Corporation, Razer Inc., Corsair Components Inc., Mad Catz Global Limited
Major Players: Axie Infinity, Gods Unchained, CryptoPunks, Bored Ape Yacht Club, The Sandbox
Regions Covered: Europe, Asia Pacific
Major Players: Electronic Art Inc., Microsoft Corporation, Nintendo Co. Ltd, Oculus VR, Sony Corporation
Major Players: Activision Blizzard, Inc., Electronic Arts Inc., Take-Two Interactive Software Inc., Zynga Inc., Microsoft Corporation
Countries Covered: United States, Canada, Canada
Major Players: Activision Blizzard Inc., Electronic Arts Inc., Take-Two Interactive Software Inc., Zynga Inc. , Microsoft Corporation
Major Players: Activision Blizzard, Inc., Electronic Arts Inc., Ubisoft Entertainment SA, Nexon Co., Ltd., Tencent Holdings Limited
Regions Covered: North America, Europe, Asia Pacific, Latin America, Middle East and Africa, Global
Major Players: Alienware (Dell), Logitech International SA, Razer Inc., Mad Catz Global Limited, Turtle Beach Corporation
Major Players: Amazon.com, Inc, Huya Inc, Wuhan Douyu Network Technology Co. Ltd, Facebook Gaming (Meta Platforms, Inc.), Youtube (Alphabet Inc.)
Major Players: Asiasoft Corporation Public Company Limited, IGG INC, Tencent Holdings Ltd, Netmarble Corporation, BANDAI NAMCO Entertainment Asia
Countries Covered: Indonesia, Malaysia, Singapore, Thailand
Major Players: Sony, Asiasoft, IGG Inc., com2uS Corporation, Nintendo Co. Ltd
Major Players: BreakAway Games, Designing Digitally, Inc., Diginext (CS Group), MPS Interactive Systems, Serious Games Solutions
Regions Covered: North America, Europe, Asia Pacific, Latin America, Middle East and Africa
Major Players: Microsoft, Electronic Arts Inc., Gameloft, THQ Nordic, Aquiris Game Studio
Regions Covered: North America, Europe, Asia Pacific
Major Players: Designing Digitally, Inc., Diginext, CCS Digital Education Ltd., Applied Research Associate Inc., Grendel Games
Study Period: 2021 - 2029
Countries Covered: United States, Canada
Major Players: DraftKings Inc., FanDuel Group, Yahoo Fantasy Sports, CBS Sports, ESPN
Major Players: Emotiv Inc., iMotions A/S, Qneuro Inc., Ultraleap Ltd., NeuroSky Inc.
Country Covered: Central African Republic
Major Players: Kucheza, Kagiso Interactive, Nyamakop, Celestial Games, Kuluya
Countries Covered: Germany, France, Italy
Major Players: International Game Technology PLC, Novomatic AG, Apex Gaming Technology, Amatic Industries GmbH, Decart Ltd, Euro Games Technology Ltd., Ensico CMS d.o.o., Advansys d.o.o., Synectics plc., Dallmeier electronic GmbH & Co.KG, Konami Gaming, Inc., SAS Institute Inc.
Major Players: Mircosoft Coroporation, Take-Two Interactive Software Inc, Relic Entertainment, Paradox Interactive AB, Amplitude Studios
Major Players: Modern Times Group, Activision Blizzard, Inc, Riot Games, Inc. ( Tencent Holdings Ltd), Epic Games, Inc., Gfinity, PLC
Major Players: Nvidia Corporation, Blacknut , Microsoft Corporation, Numecent Holdings Ltd, Parsec Cloud Inc. (Unity Software Inc.)
Major Players: Tencent Holdings Ltd., Activision Blizzard, Inc., Nintendo Co., Ltd, EA Sports, Epic Games, Inc
Countries Covered: United Arab Emirates, Saudi Arabia, Turkey, Iran, Kuwait
Major Players: Sony Corporation, Microsoft Corporation, Apple Inc., Google LLC (Alphabet Inc.), Electronic Arts Inc.
Regions Covered: North America, Europe, Asia Pacific, Asia Pacific
Major Players: Sony Corporation, Microsoft Corporation, Nintendo Co. Ltd., Sega Enterprises Inc., Valve Corporation
Study Period: 2019-2029
Major Players: Sony Corporation, Microsoft Corporation, Nintendo Co., Ltd., Logitech International S.A. , Turtle Beach Corporation
Country Covered: India
Major Players: Sony Corporation, Nintendo, Microsoft , Rolocule Games Private Limited, Electronic Arts Inc.
Regions Covered: North America, Europe, Middle East and Africa, Latin America
Major Players: Sony Interactive Entertainment Inc., Tencent, Nintendo, Microsoft, NetEase, Inc.
Regions Covered: North America, Europe, Asia-Pacific, South America, Middle East
Major Players: Tencent, Sony Interactive Entertainment, Konami, Capcom, Ubisoft
Countries Covered: Brazil, Argentina, Chile
Major Players: KONAMI, Riot Games, Inc., Tapps games, Epic Games, Inc., Activision Publishing, Inc.
- Asia Gaming Research
- Europe Gaming Research
- North America Gaming Research
- Brazil Gaming Research
- Canada Gaming Research
- China Gaming Research
- France Gaming Research
- Germany Gaming Research
- India Gaming Research
- Japan Gaming Research
- Saudi Arabia Gaming Research
- South Korea Gaming Research
- UK Gaming Research
- US Gaming Research
Related Gaming Reports
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How the business of gaming is evolving
January 23, 2022 With an increasing number of people playing, broadcasting, and watching esports, the already booming, multi-billion dollar gaming ecosystem is reaching even greater heights. As the Call of Duty League (#CDL2022) hosts its Kickoff Classic this weekend, and against the backdrop of industry consolidation, it’s a good time to get up to speed on the business of gaming. Dive deeper with insights on the topics that matter, including:
- the digital ecosystems powering today’s increasingly borderless economy
- how brands can build knowledge and credibility in esports
- why digital subscriptions don’t easily translate to video games
- other business uses for gamification
Game on: An interview with Microsoft’s head of gaming ecosystem
Esports and the next frontier of brand sponsorships
The Netflix of gaming? Why subscription video-game services face an uphill battle
Innovating recruiting through online gaming
The keys to esports marketing: Don’t get ‘ganked’
Digital health: Can gamification be a winning strategy for disease management?
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2023 Gaming Trends Report
Participants anticipate a future for gaming that is strongly influenced by virtual reality and the metaverse.
2023 Diversity Equity Report
2022 action mobile genre report, 2022 puzzle mobile genre report, 2022 pc & console insights report, 2022 mobile insights report, beyond 2021 report, 2021 global insights report.
Video Games in the US - Market Size, Industry Analysis, Trends and Forecasts (2024-2029)
Instant access to hundreds of data points and trends.
- Market estimates from
- Competitive analysis, industry segmentation, financial benchmarks
- Incorporates SWOT, Porter's Five Forces and risk management frameworks
- PDF report or online database with Word, Excel and PowerPoint export options
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Industry statistics and trends.
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Video Games in the US
Industry Revenue
Total value and annual change from . Includes 5-year outlook.
Access the 5-year outlook with purchase. View purchase options
Trends and Insights
Market size is projected to over the next five years.
Market share concentration for the Video Games industry in the US is , which means the top four companies generate of industry revenue.
The average concentration in the sector in the United States is .
Products & Services Segmentation
Industry revenue broken down by key product and services lines.
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Table of Contents
About this industry, industry definition, what's included in this industry, industry code, related industries, domestic industries, competitors, complementors, international industries, performance, key takeaways, revenue highlights, employment highlights, business highlights, profit highlights, current performance.
What's driving current industry performance in the Video Games in the US industry?
What's driving the Video Games in the US industry outlook?
What influences volatility in the Video Games in the US industry?
- Industry Volatility vs. Revenue Growth Matrix
What determines the industry life cycle stage in the Video Games in the US industry?
- Industry Life Cycle Matrix
Products and Markets
Products and services.
- Products and Services Segmentation
How are the Video Games in the US industry's products and services performing?
What are innovations in the Video Games in the US industry's products and services?
Major Markets
- Major Market Segmentation
What influences demand in the Video Games in the US industry?
International Trade
- Industry Concentration of Imports by Country
- Industry Concentration of Exports by Country
- Industry Trade Balance by Country
What are the import trends in the Video Games in the US industry?
What are the export trends in the Video Games in the US industry?
Geographic Breakdown
Business locations.
- Share of Total Industry Establishments by Region ( )
Data Tables
- Number of Establishments by Region ( )
- Share of Establishments vs. Population of Each Region
What regions are businesses in the Video Games in the US industry located?
Competitive Forces
Concentration.
- Combined Market Share of the Four Largest Companies in This Industry ( )
- Share of Total Enterprises by Employment Size
What impacts market share in the Video Games in the US industry?
Barriers to Entry
What challenges do potential entrants in the Video Games in the US industry?
Substitutes
What are substitutes in the Video Games in the US industry?
Buyer and Supplier Power
- Upstream Buyers and Downstream Suppliers in the Video Games in the US industry
What power do buyers and suppliers have over the Video Games industry in the US?
Market Share
Top companies by market share:
- Market share
- Profit Margin
Company Snapshots
Company details, summary, charts and analysis available for
Company Details
- Total revenue
- Total operating income
- Total employees
- Industry market share
Company Summary
- Description
- Brands and trading names
- Other industries
What's influencing the company's performance?
External Environment
External drivers.
What demographic and macroeconomic factors impact the Video Games in the US industry?
Regulation and Policy
What regulations impact the Video Games in the US industry?
What assistance is available to the Video Games in the US industry?
Financial Benchmarks
Cost structure.
- Share of Economy vs. Investment Matrix
- Depreciation
What trends impact cost in the Video Games in the US industry?
Financial Ratios
- 3-4 Industry Multiples (2018-2023)
- 15-20 Income Statement Line Items (2018-2023)
- 20-30 Balance Sheet Line Items (2018-2023)
- 7-10 Liquidity Ratios (2018-2023)
- 1-5 Coverage Ratios (2018-2023)
- 3-4 Leverage Ratios (2018-2023)
- 3-5 Operating Ratios (2018-2023)
- 5 Cash Flow and Debt Service Ratios (2018-2023)
- 1 Tax Structure Ratio (2018-2023)
Data tables
- IVA/Revenue ( )
- Imports/Demand ( )
- Exports/Revenue ( )
- Revenue per Employee ( )
- Wages/Revenue ( )
- Employees per Establishment ( )
- Average Wage ( )
Key Statistics
Industry data.
Including values and annual change:
- Revenue ( )
- Establishments ( )
- Enterprises ( )
- Employment ( )
- Exports ( )
- Imports ( )
Frequently Asked Questions
What is the market size of the video games industry in the us.
The market size of the Video Games industry in the US is measured at in .
How fast is the Video Games in the US market projected to grow in the future?
Over the next five years, the Video Games in the US market is expected to . See purchase options to view the full report and get access to IBISWorld's forecast for the Video Games in the US from up to .
What factors are influencing the Video Games industry in the US market trends?
Key drivers of the Video Games in the US market include .
What are the main product lines for the Video Games in the US market?
The Video Games in the US market offers products and services including .
Which companies are the largest players in the Video Games industry in the US?
Top companies in the Video Games industry in the US, based on the revenue generated within the industry, includes .
How many people are employed in the Video Games industry in the US?
The Video Games industry in the US has employees in United States in .
How concentrated is the Video Games market in the United States?
Market share concentration is for the Video Games industry in the US, with the top four companies generating of market revenue in United States in . The level of competition is overall, but is highest among smaller industry players.
Methodology
Where does ibisworld source its data.
IBISWorld is a world-leading provider of business information, with reports on 5,000+ industries in Australia, New Zealand, North America, Europe and China. Our expert industry analysts start with official, verified and publicly available sources of data to build an accurate picture of each industry.
Each industry report incorporates data and research from government databases, industry-specific sources, industry contacts, and IBISWorld's proprietary database of statistics and analysis to provide balanced, independent and accurate insights.
IBISWorld prides itself on being a trusted, independent source of data, with over 50 years of experience building and maintaining rich datasets and forecasting tools.
To learn more about specific data sources used by IBISWorld's analysts globally, including how industry data forecasts are produced, visit our Help Center.
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UNLV Gaming Research & Review Journal
Home > Division of Research & Economic Development > GRRJ
In the rapidly globalizing world of gaming, UNLV's Gaming Research and Review Journal provides a unique forum for peer-reviewed articles published by the world's leading academic experts. Since 1994, the GRRJ has published hundreds of pertinent research papers on casino operations, gaming laws and regulations, management, technology, community relations, responsible gaming, and other important topics.
If you are interested in publishing your manuscript in the UNLV Gaming Research & Review Journal , please click on the Policies link in the upper left menu for information on preparing your manuscript and more details on the GRRJ . Please note that we do not do translations or language edits. If you need a language review, please seek this assistance prior to article submission.
When you are ready to submit, please click on the Submit Article link in the left hand menu. We look forward to reading your work.
Recent Content
Evaluating Language and Communication Surrounding Responsible Gambling Marla B. Royne Stafford, Anastasia Hronis, Alan Feldman, and William T. Hartwell
Measuring the Impact of Reduced Free-play Offers on Casino Loyalty Behavior Anthony F. Lucas and Katherine A. Spilde
A Comparison of Clustered and Isolated Casino Performance in Missouri Douglas M. Walker and Todd M. Nesbit
Third-party responsible gambling accreditation programs are related to short-term improvements at casinos but no ongoing gains: Evidence from RG Check Kahlil S. Philander
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Exploring Social Exchange Theory Dynamics in Native American Casino Settings Deepak Chhabra
Perceived Impacts of Gambling: Integration of Two Theories Deepak Chhabra and Dogan Gursoy
Job Quality and Job Satisfaction Among Casino Workers: The Case of Foxwoods Donald M. Peppard Jr. and Frances A. Boudreau
The Relationship Between Gambling Behavior and Binge Drinking, Hard Drug Use, and Paying for Sex Douglas M. Walker, Christopher Clark, and Jessie L. Folk
The Emotional Impact of Casino Servicescape Hei-Lim (Michael) Lio and Raymond Rody
An Analysis of Gambling Expenditure Across Countries Chan Boon Patrick Lee
Influence of Personal Factors on Macau Residents' Gaming Impact Perceptions Fanny Vong
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An Examination of Mississippi Gulf Coast Casino Management Styles with Implications for Employee Turnover Jerome Agrusa and Joseph D. Lema
A Profile of Pro-Union Casino Workers in Northern Nevada Merwin Mitchell and Yvonne Stedham
Perception of Macao Teachers and Students Regarding Gaming Operators' Social Responsibility Fanny Vong
Gambling Windfall Decisions: Lottery Winners and Employment Behavior Bengt Furaker and Anna Hedenus
Toward Legalization of Poker: The Skill vs. Chance Debate Robert C. Hannum and Anthony N. Cabot
Industry Labor Force Quality: An Investigation from the Customer Service Perspective Zheng Gu and Ricardo Chi Sen Siu
Gambling Alone? A Study of Solitary and Social Gambling in America Bo J. Bernhard, David R. Dickens, and Paul D. Shapiro
Internal Marketing: An Antidote for Macau's Labor Shortage Sudhir H. Kale
Is Bigness Better in Casino Gaming? Evidence from the Atlantic City Market Christian Marfels
Book Review #1: Internet Gaming Law Betty McNeal
Publication Abstracts
International Gaming Credit, Due Diligence and Enforcement: How Can the Risks be Mitigated? Martin S. Kenney
Internet Gambling Bibliography: Update and Analysis Rhys Stevens
New Jersey Licensing Issues: Applications and Investigations Thomas A. Jingoli
Riverboat Site Selection Lesley Johnson and John Bowen
The Audit Division of the State Gaming Control Board: Overview of Organization and Current Tax Issues Gregory Gale
Book Review #2: Indian Gaming and Tribal Sovereignty: The Casino Compromise Betty McNeal
A Winning Hand: A Proposal for an International Regulatory Schema with Respect to the Growing Online Gambling Dilemma in the United States John D. Andrle
Editor's Comments: Benefits of a Marketing Plan John Bowen
Book Review: Indian Casino William N. Thompson
The Legal Status of Gaming and Its Impact on Licensing Shannon Bybee
An Evolutionary View of the Critical Functions of Slot Machine Technology Leslie E. Cummings and Kathleen P. Brewer
An Overview of Disciplinary Proceedings Before the Nevada Gaming Commission Neil H. Friedman
Book Review #1: Casino Industry in Asia Pacific: Development, Operation and Impact Betty McNeal
The Need for Self Regulation and Alternative Dispute Resolution to Moderate Consumer Perceptions of Perceived Risk with Internet Gambling Rohan Miller
Slot or Table? A Chinese Perspective Desmond Lam
An Assessment of the Many Contributions of Native American Gaming: Connecticut Then and Now Ronald A. Nykiel
Book Review: Gaming Law: Cases & Materials Betty McNeal
Developing the Casino Marketing Plan Andrew M. Klebanow
Game Volatility At Baccarat Andrew MacDonald
A Chronology of (Legal) Gaming in the U.S. George G. Fenich
Analysis of Video Poker Edward Gordon
Mitigating Inadequate Security Claims Through Effective Security Measures Susan H. Ivancevich and Daniel M. Ivancevich
Indian Gaming: Issues and Prospects Seth R. Ferber and Kaye S. Chon
Nevada State Legislature Continues Gentle Evolution of Nevada Gaming Law in 1993 Robert D. Faiss and Steve Greathouse
An Analysis of Elderly Gamers' Trip Characteristics and Gambling Behavior: Comparing the Elderly with Their Younger Counterparts Omar Moufakkir
Designing Culturally Compatible Internet Gaming Sites Sudhir H. Kale
Change Management: Antecedents and Consequences in Casino CRM Sudhir H. Kale
Proposal for a Special Issue on Internet Gambling Betty McNeal and Rhys Stevens
Gaming: Introduction and Perspectives Thomas E. Merz
Impact of Light, Medium and Heavy Spenders on Casino Destinations: Segmenting Gaming Visitors Based on Amount of Non-gaming Expenditures Omar Moufakkir, A.J. Singh, Afke Moufakkir-van der Woud, and Donald F. Holecek
Trends of Japan's Giant Leisure Industry: Pachinko Ko Hirano and Kiyomi Takahashi
A Virtual Pandora's Box: What Cyberspace Gambling Prohibition Means to Terrestrial Casino Operators David G. Schwartz
Performance Gaps Between U.S. and European Casinos: A Comparative Study Zheng Gu
Improving Competitiveness Through Cooperation: Assessing The Benefits Of Cooperative Education Partnerships In Gaming Management Helen Breen and Nerilee Hing
Viewpoint Vincent H. Eade
Academic Research Interests Of Casino Resort Properties Collin Ramdeen, Susan Raymakers, and Robert H. Bosselman
Constraints to the Growth of Native American Gaming James A. Davis and Samuel M. Otterstrom
Providing More Effective and Efficient Casino RFPs John R. Mills and Jannet M. Vreeland
Regulation and Auditing of Indian Gaming Operations Dennis P. Gauger
Human Resource Issues in the Gaming Industry Vincent H. Eade
State Tax Planning Can Reduce Cost of Expanding Gaming Operations Outside Nevada Bryan J. Dziedziak and Lisa E. Moses
Applicability of the Duplication of Purchase Law to Gaming Desmond Lam
Internet Gambling: An Overview of Psychosocial Impacts Mark D. Griffiths, Adrian Parke, Richard Wood, and Jonathan Parke
Residents' Perceptions of Casino Development in Korea: The Kangwon Land Casino Case Ki-Joon Back and Choong-Ki Lee
The Responsible Gambling Code in Queensland, Australia: Implementation and Venue Assessment Helen Breen, Jeremy Buultzens, and Nerilee Hing
Las Vegas Locals as Gamblers and Hosts to Visiting Friends and Family: Characteristics and Gaming Behavior Rachel S. Shinnar, Cheri A. Young, and David L. Corsun
Challenges in Responsible Provision of Gambling: Questions of Efficacy, Effectiveness and Efficiency Nerilee Hing and Jo Mackellar
CRM In Gaming: It's No Crapshoot! Sudhir H. Kale
Perceptions of a Bible Belt State's Proposed Casino Gaming Legislation by Religious Affiliation: The Case of Kentucky Residents Desmond O. Brown, Mary G. Roseman, and Sunny Ham
Diversify Into European Markets to Enhance Revenue: A Strategy Proposed for the Las Vegas Strip and Atlantic City Zheng Gu
Casino Technology: Player Tracking and Slot Accounting Systems Z. Wang and H. Aquino
Players' Pool Slot Gaming: Fact And Fantasy Charles Carslaw and E.J. Egghart
Using Benchmarking Techniques In Academia: Building A Gaming Education Program Susan H. lvancevich, Daniel M. lvancevich, and Bernard N. Fried
The Gaming Industry And The Millennium Bug Michael L . Kasavana and Kathleen P. Brewer
Educating for the Gaming Industry: Need, Profile, and Suggested Schema Leslie E. Cummings
Down at the Track - What Policy, Marketing, & Technology Offer The Sport of Kings Leslie E. Cummings
Contemporary Tax Issues in the Gaming Industry Susan H. lvancevich and Bernard Fried
Prospects and Strategies of Gaming Ventures in China Zheng Gu
The Corporate Securities Division of the State Gaming Control Board: An Overview and Guide to the Regulatory Process Mark A. Clayton
Estimating the Indirect Gaming Contribution of Bingo Rooms Anthony F. Lucas, William T. Dunn, and Anna Kharitonova
Internet Casino-Style Gambling: Is It Legal in Nevada? Marc G. Warren
Assessing the Information Needs of Australian Gaming Managers Helen Breen
Gambling in a Fantasy World: An Exploratory Study of Rotisserie Baseball Games Bo Bernhard and Vince Eade
Chinese Casino Gambling Behaviors: Risk Taking in Casinos vs. Abstract Investments Bernadete Ozorio and Davis Ka-Chio Fong
Betting on Mass Media: An Exploratory Study Into the Role of Publicly Available Information in Wagering Behavior Rohan Miller
The Roles of Casino Controllers Collin Ramdeen and Bernard Fried
Principles, Processes And Practices In Responsible Provision Of Gambling: A Conceptual Discussion Nerilee Hing
Casino Gaming From a Border State Perspective: Impact on the Hospitality Industry Claire D. Schmelzer, Damon Revelas, and Desmond O. Brown
Items of Importance to Patrons of Indian and Riverboat Casinos Carl J. Pfaffenberg and C. Costello
The Hospitality Industry's lmpact On the State of Nevada: A Summary & Review Shannon Bybee and Jeremy A. Aguero
The Profile and Motivations of Elderly Women Gamblers John Tarras, A.J. Singh, and Omar Moufakkir
Two Consumption Models For United States Casino Areas Utilizing Competition And Site Attribute Variables David M. Pearlman
New Developments in Gaming Taxation and Regulation: an Update Susan H. lvancevich and Bernard N. Fried
Club Gaming in New South Wales, Australia: The Transition to Industry Maturity Nerilee Hing
New Jersey's Regulatory Legacy and Lesson Bradford S. Smith
The Effects of Native American Gaming on Other Tourist Businesses Carl A. Boger Jr.
The Economics of Gaming Regulation Anthony Cabot
Toward Strategy Implementation Success: An Empirical Study of the Role of Senior-Level Leaders in the Nevada Gaming Industry James I. Schaap
Clash in the Caribbean: Antigua and U. S. Dispute Internet Gambling and GATS Joseph M. Kelly
Gambling Participation and Prevalence Estimates of Pathological Gambling in a Far-East Gambling City: Macao Davis Ka-Chio Fong and Bernadete Ozorio
An Assessment of Crime Volume Following Casino Gaming Development in the City of Detroit Omar Moufakkir
Assessing Discount Policies and Practices in the Casino Industry Jordan Salmon, Anthony F. Lucas, Jim Kilby, and Michael C. Dalbor
Community Leader Perceptions of the Social and Economic Impacts of Indian Gaming Patricia L. Janes and Jim Collison
Residents' Perceptions And Attitudes Towards Native American Gaming (NAG) In Kansas: Demographics, Policies & Future Development Daniel L. Spears and Carl A. Boger Jr.
A Customer-based Assessment of Casino Atmospherics Karl J. Mayer and Lesley Johnson
Residents' Perceptions and Attitudes Towards Native American Gaming (NAG) in Kansas: Proximity and Number of Trips to NAG Activity Daniel L. Spears and Carl A. Boger Jr.
Hedonistic Differences Between Mechanical Game Players And Table Game Players: An Exploratory Investigation On The Road To A Comprehensive Theory For Gambling Karl Titz, David Andrus, and Judy Miller
A Proposed Typology Of Odyssey Slot Machine Gamblers Lorraine Cebollero, Karl Mayer, and Stanley Pinkos
Kentucky Parimutuel Revenue Policy Simulator J. Shannon Neibergs
A Global Market Analysis Of Casino Gaming On The Internet Lawrence Dandurand
An Examination of University Student Gambling Practices Michael Yuan, Susan Yuan, and Patricia Janes
The Case for Casino Gaming Christian Marfels
1995: The Year New Jersey Gaming Regulation Came of Age Frank Catania and Gary A. Ehrlich
Changes in Gaming and Gaming Participants in the United States Roy A. Cook and Laura J. Yale
Accounting Issues for Publicly Traded Gaming Companies Karl M. Brunner
Casino/Patron Disputes John Tatro
Website Review: Online Casino City Betty McNeal
Work Permit Hearings John Tatro
Book Review #2: Cutting the Wire: Gambling Prohibition and the Internet Betty McNeal
The Investigations Division of the State Gaming Control Board: An Introduction to the Investigative Process Randall E. Sayre
Financial Competitiveness of Macau in Comparison with Other Gaming Destinations Zheng Gu and Jason Zhicheng Gao
Gambling and the Law®: An Introduction to the Law of Internet Gambling I. Nelson Rose
Estimating the Short-term Effects of an Increase in Par on Reel Slot Performance Anthony F. Lucas and Karl D. Brandmeir
Profile of Internet Gamblers: Betting on the Future Christopher Woodruff and Susan R. Gregory
Casino Atmospherics from a Customer's Perspective: A Re-Examination Lesley Johnson, Karl J. Mayer, and Elena Champaner
Political Culture and Gambling Policy: A Cross-National Study William N. Thompson, Carl Lutrin, and Asher Friedberg
Glass Ceiling Or Saran Wrap™? Women In Gaming Management Wanda M. Costen, Christian E. Hardigree, and Michael A. Testagrossa
The Determinants and Effects of Slot Servicescape Satisfaction in a Las Vegas Hotel Casino Anthony F. Lucas
Using the Critical Incident Technique to Assess Gaming Customer Satisfaction Lesley Johnson
Wages in Las Vegas and Reno: How Much Difference Do Unions Make in the Hotel, Gaming, and Recreation Industry? C. Jeffrey Waddoups
An Exploration Of Customer Retention Factors In Las Vegas Casino Resort Properties Michael J. Petrillose and Kathleen P. Brewer
Social Costs Of Gambling: A Comparative Study Of Nutmeg And Cheese State Gamblers William N. Thompson, Ricardo Gazel, and Dan Rickman
Blackjack At Thirty Thousand Feet: America's Attempt To Enforce Its Ban On In-flight Gambling Extraterritorially Steven Grover
The Gaming Industry and the North American Industry Classification System Wesley S. Roehl
Problem Gambling: A Problem for the Gaming Industry and the Broader Community Shannon Bybee
Does the Johnson Act Inhibit Riverboat Gaming on the Great Lakes? Bradley L. Williams
Opinions on Riverboat Casinos and the Perceived Impacts on Community Quality by Quad Cities' Residents Tin Oo Thin and Cathy H.C. Hsu
1993: A Good Year For Gaming William A. Bible
Book Reviews Betty McNeil
This Audience is Weird: Reflections on What We Know Now in Gambling Research Bo J. Bernhard
Sport Tourists in a Gaming Destination: Predicting Gaming and Non-Gaming Expenditures Chris Brown, James A. Busser, and Seyhmus Baloglu
Analyzing the Relationship Between Systematic Risk and Financial Variables in the Casino Industry Toni Repetti and Jungsun Kim
Estimating the Impact of California Tribal Gaming on Demand for Casino Gaming in Nevada William R. Eadington, Richard H. Wells, and Derek Gossi
''Shots from the Pulpit:'' An Ethnographic Content Analysis of United States Anti-Gambling Social Movement Documents from 1816-2010 Bo J. Bernhard, Robert Futrell, and Andrew Harper
Evaluating the Impact of a New Resort Amenity on Gaming Business Volumes Anthony F. Lucas and Sarah Tanford
Tribute - Eugene M. Christiansen Eugene M. Christiansen
Tribute - Keith Whyte Keith Whyte
Tribute - Stewart N. Ethier Stewart N. Ethier
Tribute - Jeffrey L. Derevensky Jeffrey L. Derevensky
Tribute - Peter Collins Peter Collins
Tribute - Bo J. Bernhard Bo J. Bernhard
Tribute - Max Abbott Max Abbott
Influencing International Foundations for Legalization, Policy and Commercial Gambling: A Tribute to William Eadington’s International Conference on Gambling and Risk Taking Alex Blaszczynski
Reflections: Insights from studying gambling in its era of change: what the past 43 years have been about William R. Eadington
Tribute - Harold Wynne Harold Wynne
Tribute - Douglas M. Walker Douglas M. Walker
Tribute - Rachel A. Volberg Rachel A. Volberg
The Systematic Study of Gaming Operations Andrew MacDonald and William R. Eadington
Tribute - Baby Tyawa Baby Tyawa
Tribute - Katherine A. Spilde Katherine A. Spilde
Tribute - Garry Smith Garry Smith
Tribute - Ricardo C.S. Siu Ricardo C.S. Siu
Tribute - Carlos Siu Carlos Siu
Tribute - Howard J. Shaffer Howard J. Shaffer
Tribute - David G. Schwartz David G. Schwartz
Tribute - Richard Schuetz Richard Schuetz
Tribute - Richard Rosenthal Richard Rosenthal
Tribute - Pieter Remmers Pieter Remmers
William R. Eadington and the Economics of Gambling Kahlil S. Philander and Douglas M. Walker
Tribute - Pauliina Raento Pauliina Raento
Tribute - Reece Middleton Reece Middleton
Tribute - Jan McMillen Jan McMillen
Tribute - Jeffrey J. Marotta Jeffrey J. Marotta
Tribute - Day-Yang Liu Day-Yang Liu
Tribute - Henry R. Lesieur Henry R. Lesieur
Tribute - Sudhir H. Kale Sudhir H. Kale
Tribute - Connie Jones Connie Jones
Tribute - Dean Hestermann Dean Hestermann
Tribute - Don Feeney Don Feeney
A History of the International Conference on Gambling and Risk-Taking William R. Eadington and David G. Schwartz
Recent Research Trends in the Gaming Industry: A Content Analysis of Research Literature on Casino Profits Toni Repetti
Estimating the Indirect Effect of Sports Books on Other In-House Gaming Volumes Brett L.L. Abarbanel, Anthony F. Lucas, and Ashok K. Singh
Regulating Gaming in the New South Africa Baby Tyawa
“Don’t Blow a Bunch of Cash on Vegas:” An Event Study Analysis of President Obama’s Public Statements on Las Vegas Paul Gift and Michael J. Gift
The Boomerang Effect: Asia's casino industry growth can "fly back" to benefit Las Vegas Jonathan Galaviz
Frontline Employees’ Informal Learning and Customer Relationship Skills in Macao Casinos: An Empirical Study Carlos S. Lam
Cultural Indicators of Internet Sports Betting Policy Brett L. Abarbanel
The Effect of Online Gaming on Commercial Casino Revenue Kahlil S. Philander
The EVF Model: A Novel Framework for Understanding Gambling and, by Extension, Poker Arthur S. Reber
What Is Intellectual Capital? Mikael Ahlgren
Pennsylvania Casinos’ Cannibalization of Regional Gambling Revenues Simon Condliffe
Las Vegas and Houston: Global Command Centers in the Sun Belt Bo J. Bernhard and Mikael Ahlgren
Clustering High Dimensional Sparse Casino Player Tracking Datasets Ross Iaci and Ashok K. Singh
The World City of Gaming Robert E. Lang and Christina Nicholas
Sociologists! Michael S. Green
Is Las Vegas a "Real City"? David R. Dickens
The Probability Distribution of the Sum of Several Dice: Slot Applications Ashok K. Singh, Rohan J. Dalpatadu, and Anthony F. Lucas
The Market for Online Poker Ingo Fiedler and Ann-Christin Wilcke
Introduction to “Las Vegas As Command Center” Special Section Donald Snyder
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49% of American adults ever play video games, and 10% consider themselves gamers. Public attitudes toward games – and the people who play them – are complex and often uncertain
Table of contents.
- 1. Who plays video games and identifies as a “gamer”
- 2. Public debates about gaming and gamers
- 3. Attitudes about video games
- Acknowledgments
- Methodology
In recent years, major debates have emerged about the societal impact of video games and the effect they have on the people who play them. Among the disputes: whether men predominate in gaming; whether games portray women and minorities poorly; whether violent games promote aggressive behavior; and whether games encourage positive attributes such as problem-solving skills, communication and teamwork.
A new survey from Pew Research Center covers these and other issues. The key results:
Equal numbers of men and women ever play video games, although men are twice as likely to call themselves “gamers”
About half of American adults (49%) “ever play video games on a computer, TV, game console, or portable device like a cellphone,” and 10% consider themselves to be “gamers.”
A majority of American adults (60%) believe that most people who play video games are men – a view that is shared by 57% of women who themselves play video games. But the data illustrates that in some ways this assumption is wrong: A nearly identical share of men and women report ever playing video games (50% of men and 48% of women).
However, men are more than twice as likely as women to call themselves “gamers” (15% vs. 6%). And among those ages 18 to 29, 33% of men say the term “gamer” describes them well, more than three times the proportion of young women (9%) who say the same.
Four-in-ten adults believe that violence in video games is related to violent behavior
Americans are relatively divided over whether there is a possible link between violent games and actual violence. A slight majority of the public (53%) disagree with the statement “people who play violent video games are more likely to be violent themselves.” But 40% agree that there is a relationship between video game violence and violent behavior. Some 32% of those who play video games themselves see a connection between games and violence, along with 26% of self-identified gamers. Women are more likely than men to agree (by a 47% to 31% margin) that people who play violent games are more likely to be violent themselves.
Among the general public, attitudes toward games are complex and often uncertain
The public is closely split on some other major debates surrounding the content of games and their impact on users. For instance, a quarter of all adults (26%) think most video games are a waste of time, while 24% think most games are not a waste of time. One-third think some games are a waste of time while others are not. And 16% of the public is unsure what to think about this issue.
A similar pattern is evident on the question of whether or not “most games help develop good problem solving and strategic thinking skills.” Some 17% of adults think this is true of most games, while 16% think this is not true of most games. Additionally, 47% think this is true of some games but not others, and 20% are not sure.
Asked whether games promote teamwork and communication, 23% of adults do not think most games promote these traits – more than double the 10% who think most games do promote these qualities. Some 37% think some games but not others promote teamwork and communication, while 28% say they are unsure. Similarly, 30% of adults do not think most games are a better form of entertainment than TV, almost triple the 11% who think this is true.
The public is much less certain on other aspects of gaming. Fully 47% of all adults are unsure if most video games portray minorities poorly, while 40% are unsure if most video games portray women poorly.
Compared with those who do not play video games, game players are more likely to agree with the positives and disagree with the negatives associated with games
Those who play video games themselves are more likely than non-game players to think positively about gaming:
- 25% of those who play games (and 39% of self-identified gamers) think most video games help develop good problem solving and strategic thinking skills, compared with just 8% of those who do not play games.
- 17% of those who play video games (and 34% of those who call themselves gamers) think most games are a better form of entertainment than TV . This compares with just 5% of those who do not play games.
- 15% of video game players (and 28% of self-described gamers) think most games promote teamwork and communication . Just 6% of those without gaming experience agree.
Game players are also particularly likely to disagree with negative portrayals of video games:
- 35% of those who play video games (and 53% of those who identify as gamers) think most games are not a waste of time . This compares with just 13% of those who do not play video games.
- 33% of those who play video games (and 46% of self-described gamers) do not think minorities are portrayed poorly in most games. At the same time, 9% of game players (and 10% of gamers) think most games do portray minorities poorly. Fully 61% of those who do not play video games are unsure what to think on this issue.
- 26% of those who play video games (and 35% of self-identified gamers) do not think women are portrayed poorly in most games. Meanwhile, 16% of game players (and 24% of self-identified gamers) think most games do portray women poorly. A majority of those who do not play video games (55%) are unsure what to think on this topic.
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Gaming in Pandemic Times: An International Survey Assessing the Effects of COVID-19 Lockdowns on Young Video Gamers’ Health
Joanne difrancisco-donoghue.
1 Department of Osteopathic Medicine, New York Institute of Technology, College of Osteopathic Medicine (NYITCOM), Old Westbury, NY 11568, USA
Bernat De las Heras
2 School of Physical and Occupational Therapy, Faculty of Medicine, McGill University, Montreal, QC H3A 0G4, Canada; [email protected] (B.D.l.H.); [email protected] (O.L.)
Jake Middleton
3 Indiana Institute of Technology, Fort Wayne, IN 46803, USA
Min-Kyung Jung
Associated data.
The datasets used during the current study are available from the corresponding author on reasonable request.
The onset of COVID-19 coincided with the peak growth of video game usage, with 2.7 billion gamers in 2020. During the pandemic, gaming and streaming platforms offered an entertaining, social, and safe alternative to recreation during severe lockdowns and social isolations. This study aimed to examine the impact of the COVID-19 pandemic on health-related outcomes in self-proclaimed video gamers based on the type of lockdown experienced and to discuss the potential role of video games during times of preventive lockdown measures. This was a cross-sectional international survey constructed by two academic institutions, NYIT (NY, USA) and McGill University (Montreal, Canada), and Adamas Esports (BC, Canada). The survey consisted of questions including demographics, multiple choice, ratings, and Likert scales relating to the periods prior to and during the COVID-19 lockdowns. There were 897 respondents from North America (72.7%), Europe (10.9%), Asia (4.9%), and other countries (11.5%), with a mean age of 22 years. Significant increases in game time were reported in casual and competitive gamers during the first months of the pandemic. The level of gaming, type of lockdown, and physical activity level prior to the pandemic were examined as potential moderating factors. Significant increases in sedentary behaviors (video game time and sitting time) were observed, while physical activity levels remained unchanged in most participants, regardless of the type of lockdown. Sleep time, but not sleep quality, increased, while mental health exhibited opposing effects, influenced by the type of lockdown and gaming competition levels. Video games, when played moderately, could offer a cost-effective, safe strategy to promote socialization and mental health and improve the overall well-being of the non-gaming and gaming population during pandemic times when strict lockdowns are in place.
1. Introduction
In 2020, a global pandemic affected territories and regions worldwide, leading to a significant increase in the number of cases and deaths. National and regional governments implemented protective measures to limit the virus’s person-to-person transmission, such as social distancing and restricting the free movement of populations [ 1 ]. Due to these COVID-19 restrictions, most economic, social, and recreational activities came to a halt, accelerating society’s transition from in-person to online interactions. This shift transformed many aspects of social and cultural human behavior [ 2 ].
This unprecedented situation provided alternative forms of rapidly growing entertainment, like online video gaming, which emerged as a social outlet for many affected by the COVID-19 restrictions. Esports, organized competitions involving multiplayer video games, also grew in popularity. Unlike most traditional sports leagues that had to discontinue or reformat their activities, the online nature of esports facilitated a rapid transition to an entirely virtual competitive environment [ 3 ].
Competitive activities cover a broad range, from local cash-prize tournaments to school teams and professional leagues. These activities encompass traditional sports, esports, and other disciplines, offering opportunities for participants, organizers, and fans alike.
The onset of COVID-19 coincided with the peak growth in video game usage, reaching 2.7 billion gamers in 2020. This number is expected to increase to 3 billion by 2023 [ 4 ]. The COVID-19 pandemic appears to be one of the main drivers of this upward trend. Gaming and streaming platforms have become increasingly popular as they offer an entertaining, social, and, importantly, safe alternative during severe lockdowns and social isolations [ 5 ]. Global reports estimated that total internet traffic increased by 40 to 60% during the spring of 2020, which marked the first wave of the pandemic [ 6 ]. Verizon, an American telecommunications company, reported up to a 75% increase in video game usage during the initial weeks of lockdown in the United States. Twitch, the world’s most popular streaming platform for gamers, saw a one-third increase in viewership in March 2020 alone [ 7 ].
The uncertain psychosocial context created by the pandemic, coupled with stay-at-home measures, has adversely affected various aspects of well-being, including physical activity levels, mental health, sleep, and social interactions [ 8 , 9 , 10 ]. Although these restrictions were designed to reduce the spread of the virus, they have also led to several detrimental collateral health consequences among the population [ 8 , 9 , 10 ].
Remarkably, organizations like the World Health Organization (WHO) have endorsed video games as a means to promote socialization and stress reduction while maintaining social distancing, through campaigns such as #PlayApartTogether [ 11 ]. Despite growing evidence of severe adverse health consequences associated with extended lockdown periods, no study has yet explored the effects on video gamers specifically. This study aims to examine the impact of the COVID-19 pandemic on health-related outcomes, including physical activity, gaming time, sleep, diet, and stress, among self-proclaimed video gamers. The authors hypothesized that gaming time and stress levels would have increased, while there would have been a decrease in physical activity and sleep quality, accompanied by worsening dietary practices, among all levels of video gamers.
This was a cross-sectional international survey constructed by two academic institutions (NYIT, Old Westbury, NY, USA; McGill University, Montreal, QC, Canada) and a professional esport organization (Adamas Esports Training and Performance, British Columbia, Canada). The New York Institute of Technology approved this study and waived the requirement for informed consent, BHS-1564. The survey was anonymous, with no personal identifiers available. The study data were collected and managed using REDCap (Research Electronic Data Capture) electronic data capture tools hosted at NYIT [ 12 ]. REDCap is a secure, web-based application designed to support data capture for research purposes, providing: (1) an intuitive interface for validated data entry; (2) audit trails for tracking data manipulation and export procedures; (3) automated export procedures for seamless data downloads to common statistical packages; and (4) procedures for importing data from external sources.
The Esport COVID-19 electronic survey was created by a multidisciplinary team comprising scientists, academics, esport industry experts, and statisticians. Our research team was responsible for designing, translating, and testing the survey. It was made available in four languages: English, French, Spanish, and Korean. According to the instructions provided at the beginning of the survey, only self-reported video gamers were eligible to participate, regardless of their level of engagement in gaming. The survey featured a multiple-choice question where respondents could identify their level of involvement in esports: Recreational (Esports is a leisure activity, not financially compensated), Amateur (Esports is a leisure activity with occasional small financial compensation), High School (I compete in Esports in a high school setting), College (I compete in Esports in a college setting), or Professional (Esports is my full-time occupation). Before its official distribution, each language version of the survey was pilot tested on a small sample group and further reviewed to ensure accurate translation.
2.1. Recruitment and Distribution
The link to the electronic survey was distributed worldwide between 10 June 2020 and 11 October 2020 by various social media outlets, such as LinkedIn™, Twitter™, Facebook™, Discord™, and Slack™, invitation emails, and the general public, who also helped disseminate the research. Participants were able to choose the language of their choice, and ethics and survey instructions were given prior to questions. For this questionnaire, face and content validity were established in all language versions.
The survey consisted of 32 questions using multiple-choice questions, rating questions, and Likert-scale questions (see the Supplementary Material Files ). For self-proclaimed gamers, the survey inquired about: (a) status of COVID-19 infection, (b) type of lockdown, (c) duration of lockdown, (d) preferred video game genre, (e) gaming competition level, (f) duration and frequency of gaming, (g) duration and frequency of moderate/vigorous physical activity, (h) sitting time, (i) sleep duration and satisfaction, and (j) perceived stress levels. All questions were presented in a differential format, to be answered directly in sequence regarding “prior” and “during” the pandemic.
The participants were divided into casual and competitive gamers. Casual gamers comprised recreational gamers who play video games as a leisure activity with no or small occasional financial compensation, and competitive gamers comprised high school, college, and professional gamers competing in structured esport training programs (see the Supplementary Material Files ). Further, we divided the levels of lockdown by total, moderate, and light/no lockdown based on the different policies applied by different countries and regions. Total lockdown constituted mandatory stay-at-home measures, leaving home only for necessities, and outdoor physical activities not being permitted. Moderate lockdown constituted mandatory stay-at-home measures, leaving home only for necessities, but with outdoor physical activities being allowed while respecting social distancing. Light or no lockdown was identified as no mandatory stay-at-home measures other than social distancing or no preventive measures at all.
Patient and public involvement—no patients involved.
2.2. Data Analysis
All statistical analysis was performed using IBM SPSS Statistics Version 26. A power analysis was performed to estimate a required sample size, for one major aim of this study was to determine whether the confinement increased the gamer’s risk of reducing physical activity. The targeted effect size of OR = 1.5 would indicate that the gamers who changed to be physically active due to lockdown were 50% more than those who changed to be physically inactive due to lockdown. A total of 818 subjects were required to yield 95% statistical power with α = 0.05 in detecting the effect size of OR = 1.5, assuming that their physical activity status was changed due to lockdown in either direction in about 40% of the total sample. The data of 897 respondents were directly exported from REDCap and analyzed for the changes due to lockdown in their gaming time, self-rated PA, sitting time, sleep, and stress and anxiety. The variables were then clustered into subgroups by the types of lockdowns, casual vs. competitive gamers, and active vs. inactive individuals to assess the differences across these subgroups. This study was limited to group comparisons between all factors before and during COVID-19. Descriptive statistics were computed to describe the respondents’ demographic distribution and their responses to the survey questions. Proper statistical hypothesis tests were selected and run to compare the outcomes between groups. For the outcomes of the gamers’ gaming time, PA status, sitting time, sleep hours, sleep satisfaction, and perceived level of stress and anxiety, a McNemar test was used to test the overall changes from before to during the pandemic. The chi-square test was used to test the change between groups: casual vs. competitive gamers, light vs. moderate vs. total lockdown, and active vs. inactive lifestyle. Odds ratios were also computed to estimate the magnitude of changes. Statistical significance was evaluated at α = 0.05.
This study focused on 897 responses ( Figure 1 ) Overall, the mean age of respondents was 22 years, and 10.3% of the participants identified as women. There were 897 replies from North America (72.7%), Europe (10.9%), Asia (4.9%), and other countries (11.5%). Table 1 presents the demographics.
Percentages of respondents according to geographic areas.
Participant demographics.
Characteristics | Percent |
---|---|
Age | |
18 | 34.6 |
19–20 | 21.3 |
21–25 | 23.3 |
26–35 | 17.2 |
36–45 | 3.1 |
Older than 45 | 0.4 |
Sex | |
Male | 87.2 |
Female | 10.3 |
Other | 2.5 |
Education | |
High school/secondary | 45.3 |
College/undergraduate/CEGEP | 39.3 |
Graduate (master’s/PhD) | 11.8 |
Other | 3.6 |
COVID-19 | |
I tested positive | 1.0 |
I probably have it | 6.6 |
No, I don’t have it | 92.4 |
Confinement | |
Total lockdown | 39.9 |
Moderate lockdown | 45.9 |
Light lockdown | 10.3 |
No lockdown | 2.1 |
Level of Game Competition | |
Recreational | 52.3 |
Amateur | 18.3 |
High school | 17.2 |
College | 9.9 |
Professional | 2.3 |
Type of Game Played (Choose all) | |
First person (FPS) | 57.4 |
Multiplayer (MOBA) | 22.0 |
Battle Royale | 20.3 |
Massive multi (MMORPG) | 17.4 |
Fighting | 9.7 |
Sports game | 8.7 |
Racing | 5.4 |
Digital Colle (DCCG) | 3.3 |
Continent | |
North America | 72.7 |
Europe | 10.9 |
Asia | 4.9 |
Other | 11.5 |
3.1. Physical Activity
How the pandemic impacted on PA based on the recommendations of WHO was analyzed based on subjects meeting the minimum criteria of the WHO recommendation of 150 min of moderate intensity PA in a week, or 75 min of vigorous activity. During lockdown, 24.7% of people who were physically active prior to confinement became inactive during confinement, while 14% who were inactive prior to confinement became physically active during confinement ( p < 0.001) ( Table 2 ). Furthermore, 45.2% of active gamers became inactive and 30.8% of inactive gamers became active ( p < 0.001) ( Table 3 ). Gamers were 1.8 times more likely to reduce PA while confined. Prior to confinement, some inactive gamers became physically active, with casual gamers increasing by 14.4% and competitive gamers by 13.5% ( p = 0.85) ( Table 4 ).
Gamers’ lifestyle outcomes before and during quarantine/change from pre- to during quarantine overall.
Gamers’ Lifestyle Outcomes | Before Quarantine | During Quarantine | Change | * | |
---|---|---|---|---|---|
Percent | Percent | Percent (95% CI) | |||
Physical activity | <0.001 | ||||
Physically active | 54.6 | 43.9 | Became active | 14.0 (11.8, 16.4) | |
Not physically active | 45.4 | 56.1 | Became inactive | 24.7 (21.9, 27.6) | |
No change | 61.4 (58.1, 64.5) | ||||
Gaming time | <0.001 | ||||
0–1 h | 6.4 | 1.6 | Increased | 74.6 (71.7, 77.4) | |
1–3 h | 38.3 | 11.2 | Decreased | 5.4 (4.1, 7.1) | |
3–5 h | 32 | 26.4 | No change | 20.0 (17.4, 22.7) | |
5–7 h | 13.7 | 25.2 | |||
7–9 h | 4.9 | 18.0 | |||
9–11 h | 2.1 | 9.4 | |||
11+ h | 2.6 | 8.3 | |||
Sitting time | <0.001 | ||||
0–4 h | 6.8 | 2.5 | Increased | 64.3 (60.7, 67.8) | |
4–6 h | 13.9 | 5.5 | Decreased | 8.5 (6.6, 10.7) | |
6–8 h | 25.8 | 15.2 | No change | 27.2 (24.0, 30.6) | |
8–10 h | 23.4 | 20.0 | |||
10–12 h | 16.7 | 22.0 | |||
12–14 h | 7.3 | 18.2 | |||
14–16 h | 3.6 | 10.0 | |||
16+ h | 2.4 | 6.5 | |||
Sleep hours | <0.001 | ||||
<5 h | 5.6 | 5.1 | Increased | 51.5 (48.2, 54.8) | |
5–6 h | 17.5 | 9.7 | Decreased | 14.0 (11.9, 16.5) | |
6–7 h | 30.3 | 15.5 | No change | 34.4 (31.3, 37.6) | |
7–8 h | 34.7 | 29.9 | |||
8–9 h | 9.9 | 27.9 | |||
>9 h | 2.0 | 11.9 | |||
Sleep satisfaction | <0.001 | ||||
Very satisfied | 15.3 | 27.2 | Improved | 35.4 (32.3, 38.6) |
p * is the p -value as the result of running a chi-square test comparing the proportions between the groups of Before quarantine vs. During quarantine.
Change of lifestyle outcomes from pre- to during quarantine compared between Active vs. Inactive.
Lifestyle Outcome | Active | Inactive | * |
---|---|---|---|
Count (%) | Count (%) | ||
Gaming time | 0.005 | ||
Increased | 377 (78.9%) | 276 (69.3%) | |
Decreased | 20 (4.2%) | 27 (6.8%) | |
No change | 81 (16.9%) | 95 (23.9%) | |
Sitting time | 0.013 | ||
Increased | 271 (69.0%) | 180 (58.6%) | |
Decreased | 32 (8.1%) | 28 (9.1%) | |
No change | 90 (22.9%) | 99 (32.2%) | |
Sleep hours | 0.012 | ||
Increased | 257 (53.5%) | 195 (49.1%) | |
Decreased | 77 (16.0%) | 46 (11.6%) | |
No change | 146 (30.4%) | 156 (39.3%) | |
Sleep satisfaction | 0.24 | ||
Improved | 171 (35.6%) | 139 (35.2%) | |
Worsened | 115 (24.0%) | 78 (19.7%) | |
No change | 194 (40.4%) | 178 (45.1%) | |
Nutrition satisfaction | <0.001 | ||
Improved | 76 (15.9%) | 83 (20.9%) | |
Worsened | 167 (34.9%) | 86 (21.7%) | |
No change | 236 (49.3%) | 228 (57.4%) | |
Stress | 0.96 | ||
Improved | 184 (40.8%) | 149 (39.8%) | |
Worsened | 206 (45.7%) | 174 (46.5%) | |
No change | 61 (13.5%) | 51 (13.6%) |
* p is the p -value as the result of running a chi-square test comparing the proportions between the groups of Active vs. Inactive.
Change of lifestyle outcomes from pre- to during quarantine compared between Casual vs. Competitive.
Lifestyle Outcome | Casual | Competitive | * |
---|---|---|---|
Percent (95% CI) | Percent (95% CI) | ||
Physically active | 0.85 | ||
Became active | 14.4 (11.4, 17.8) | 13.5 (10.5, 17.1) | |
Became inactive | 25.1 (21.3, 29.2) | 24.2 (20.2, 28.4) | |
No change | 60.5 (55.9, 64.9) | 62.3 (57.6, 66.9) | |
Gaming time | 0.14 | ||
Increased | 73.5 (69.4, 77.3) | 75.8 (71.6, 79.8) | |
Decreased | 4.5 (2.9, 6.7) | 6.5 (4.4, 9.2) | |
No change | 22.0 (18.4, 25.9) | 17.6 (14.2, 21.5) | |
Sitting time | 0.45 | ||
Increased | 66.6 (61.5, 71.3) | 62.0 (56.9, 67.0) | |
Decreased | 7.9 (5.5, 11.1) | 9.1 (6.4, 12.4) | |
No change | 25.5 (21.2, 30.2) | 28.9 (24.4, 33.8) | |
Sleep hours | 0.36 | ||
Increased | 49.3 (44.7, 53.8) | 54.1 (49.3, 58.9) | |
Decreased | 14.7 (11.7, 18.1) | 13.3 (10.3, 16.8) | |
No change | 36.0 (31.8, 40.5) | 32.6 (28.2, 37.2) | |
Sleep satisfaction | 0.042 * | ||
Improved | 31.6 (27.5, 35.9) | 39.7 (35.1, 44.5) | |
Worsened | 23.7 (20.0, 27.7) | 20.3 (16.7, 24.4) | |
No change | 44.7 (40.2, 49.2) | 40.0 (35.3, 44.7) | |
Nutrition satisfaction | 0.79 | ||
Improved | 18.6 (15.2, 22.3) | 17.9 (14.4, 21.8) | |
Worsened | 27.9 (24.0, 32.1) | 30.0 (25.8, 34.6) | |
No change | 53.5 (49.0, 58.0) | 52.1 (47.2, 56.8) | |
Stress | 0.011 * | ||
Improved | 35.9 (31.5, 40.5) | 45.2 (40.3, 50.1) | |
Worsened | 50.9 (46.2, 55.6) | 40.9 (36.1, 45.8) | |
No change | 13.1 (10.2, 16.6) | 13.9 (10.7, 17.6) |
* p is the p -value as a result of running a chi-square test comparing the proportions between the groups of Casual vs. Competitive.
3.2. Gaming Time
Overall, the number of hours spent gaming per day increased among both casual gamers (by 73.5%) and competitive gamers (by 75.8%), although the difference was not statistically significant ( p = 0.14). During moderate lockdown, the increases were 77.6% and 77.2% in total lockdown. In periods of no or light lockdown, the increase in gaming time was 54.9% ( p < 0.001). Gaming time increased by 78.9% among gamers who were active and by 69.3% among those who were not ( p = 0.005).
3.3. Sitting Time
Overall, the number of hours spent sitting per day increased by 64.3% ( p < 0.001). Among casual gamers, the increase was 66.6%, while it was 62% for competitive gamers ( p = 0.45). During moderate lockdown, sitting time increased by 64.7%, and it rose by 68.8% during total lockdown. In periods of no or light lockdown, the increase was 44.9% ( p < 0.001). Inactive players saw an increase of 58.6%, whereas active players experienced a 69% increase ( p = 0.013).
3.4. Sleep Hours
Overall, the number of hours spent sleeping per day increased for 51.5% of people and decreased for 14.0% during the lockdown period ( p < 0.001). Among casual gamers, sleep increased by 49.3%, and for competitive gamers, it increased by 54.1% ( p = 0.36). During moderate lockdown, there was a 54.6% increase in sleep, while in total lockdown, the increase was 51.3%. In periods of no or light lockdown, sleep increased by 40.0% ( p = 0.013). Active gamers experienced a 53.5% increase in sleep, whereas inactive players saw a 49.1% increase ( p = 0.012).
3.5. Sleep Satisfaction
Overall, sleep satisfaction improved for 35.4% of people and worsened for 22.1% during the lockdown ( p < 0.001). Among casual gamers, sleep satisfaction improved by 31.6%, while for competitive gamers, it improved for 39.7% ( p = 0.042). During moderate lockdown, sleep satisfaction improved for 38.1% of people, and in total lockdown, it improved for 34.8%. In periods of no or light lockdown, the improvement was 26.7% ( p = 0.016). Sleep satisfaction improved for 35.6% of active gamers and for 35.2% of inactive gamers ( p = 0.24).
3.6. Perceived Levels of Stress
Overall, stress levels improved for 40.4% of all gamers but worsened for 46.1% during the lockdown ( p = 0.32). Among casual gamers, stress improved for 35.9%, while it improved for 45.2% of competitive gamers ( p = 0.011). During moderate lockdown, perceived stress improved for 44.3% of gamers, and in total lockdown, the improvement was 37.6%. In periods of no or light lockdown, stress improved for 35.0% ( p < 0.001). The improvement was similar among both active and inactive players, at 40.8% and 39.8%, respectively ( p = 0.96).
4. Discussion
This study examines the impact of the COVID-19 pandemic on self-reported health outcomes among video gamers. We identified significant changes in various health-related outcomes due to the pandemic. Notably, the amount of time spent gaming increased substantially for both casual and competitive gamers during the initial months of the pandemic. We also explored potential moderating factors, including the level of gaming competition, the type of lockdown implemented, and physical activity (PA) levels prior to the pandemic. Lastly, we review and discuss the possible role of video games during lockdowns and their influence on public health during this and future pandemics. Figure 2 represents the authors recommendations during pandemic times based on our results.
Gaming recommendations during pandemic times.
4.1. The Impact of COVID-19 on Gaming
In this study, 74.6% of all respondents reported an increase in their gaming time during the initial months of the pandemic. These findings align with reports of a 75 to 130% surge in video game engagement during the first weeks of lockdown [ 7 ]. Our data also suggest that the amount of time spent gaming was influenced by the severity of the lockdown and by individuals’ levels of physical activity (PA) prior to the pandemic. Interestingly, the level of gaming competition did not appear to have a significant impact.
As might be expected, gamers under moderate and total lockdowns experienced greater increases in gaming time compared to those under light or no lockdown conditions. Surprisingly, those with high pre-pandemic levels of PA also reported greater increases in gaming time than those with lower PA levels. One theory is that physically active individuals viewed video games as a viable alternative form of entertainment when traditional forms of physical activity became less accessible.
These results underscore the role of video games as a source of enjoyment and distraction that aligns with pandemic-related public health guidelines, especially when most traditional recreational activities were unavailable.
4.2. The Impact of COVID-19 on Physical Activity and Sitting Time among Video Gamers
The results of this study reveal varying effects of COVID-19 on changes in physical activity (PA) behaviors among self-reported video gamers. Interestingly, 61% of respondents reported no changes in their PA levels during the pandemic, while only 24% indicated reductions in PA. This suggests that the restrictions imposed during the pandemic may have had a minimal impact on the PA levels of gamers. We also examined the influence of pre-pandemic PA levels on changes in PA among video gamers during the pandemic. Based on pre-pandemic PA levels and in accordance with recommended PA guidelines, a majority of gamers were active (54.6%) compared to those who were inactive (45.4%). Active gamers reported a larger decrease in PA (45.2%), whereas inactive gamers reported increases in PA (30.8%).
Interestingly, no significant differences in PA levels were observed between casual and competitive gamers. These findings should be interpreted cautiously, as changes in PA during the pandemic have been shown to be influenced by multiple context-driven factors, including the number of COVID-19 cases per country, the level of lockdown, living environment, age, gender, and the type of PA engaged in [ 13 , 14 ]. For instance, a longitudinal study conducted in China during the initial months of the pandemic revealed a significant decline in time spent on PA (80.6%) [ 15 ]. Conversely, a study in Germany reported increases in non-organized PA activities during the strictest lockdown periods [ 14 ]. In our study, we found that stricter lockdown measures were associated with larger decreases in PA.
Despite the variations in physical activity (PA) behaviors reported across multiple studies, there is a consensus about the increase in sedentary behaviors during the pandemic [ 16 ]. In this current study, most respondents (64.3%) indicated an increase in sitting time. Much like PA levels, the amount of time spent sitting was influenced by the severity of lockdown conditions. Specifically, more respondents reported increases in sitting time during moderate and total lockdowns compared to those in light or no lockdown situations. Notably, gamers who were physically active prior to the pandemic and who experienced moderate to total lockdowns reported the most significant increases in sitting time. This suggests that stricter lockdown measures may particularly exacerbate sedentary behaviors among those who were previously active [ 14 ].
4.3. The Impact of COVID-19 on Sleep among Video Gamers
Poor sleep is a prevalent issue in modern society, with estimated annual economic costs reaching up to USD 411 billion in the U.S. alone [ 17 ]. It has been linked to a wide range of adverse health and social outcomes, including mental health problems [ 18 ], risk of cognitive decline and dementia [ 19 ], cardiovascular diseases [ 20 ], and increased mortality rates [ 8 , 9 , 10 , 21 ]. The lockdown measures implemented due to COVID-19, coupled with rising stress, anxiety, and depression, have disrupted normal sleep patterns, impacting sleep quality and contributing to symptoms of insomnia [ 22 , 23 ]. A recent meta-analysis reported that nearly 40% of the population experienced sleep issues during the COVID-19 pandemic [ 24 , 25 ]. In our study, 51.5% of video gamers reported an increase in sleep duration, in contrast to 14% who reported a decrease and 34.5% who reported no change. The data indicate that varying levels of lockdown influenced sleep patterns: those in moderate to total lockdowns reported greater increases in sleep duration but showed mixed results in terms of sleep satisfaction.
The level of gaming competition and pre-pandemic PA levels also significantly affected sleep outcomes during lockdown. Competitive video gamers reported greater improvements in sleep satisfaction compared to casual gamers. Conversely, those who were physically active before the pandemic experienced more significant changes in sleep patterns, with active gamers showing greater fluctuations compared to their inactive counterparts. One speculative explanation could be that competitive gamers, who generally have more structured training routines, were better able to maintain regular sleep–wake cycles, thus improving their overall sleep satisfaction. However, these are speculative hypotheses, and further research is needed to identify other factors that could have influenced sleep patterns among video gamers during the pandemic.
Additionally, evidence suggests that prolonged exposure to video games, especially before bedtime, may have negative effects on various sleep outcomes, such as sleep duration, sleep onset latency, and sleep efficiency [ 26 ]. To reap the benefits of video gaming while maintaining healthy sleep patterns during lockdowns, it may be advisable to limit or completely avoid screen exposure before going to sleep.
4.4. Gaming and Mental Health during the Pandemic
Playing video games has been suggested as an effective way to promote positive mental health outcomes, including fostering prosocial behaviors and reducing feelings of loneliness [ 27 ]. However, excessive gaming can also pose risks, including negative effects on mental health [ 28 ]. A recent survey of over 1000 non-gamers revealed significant adverse impacts of COVID-19 home confinement on various mental health outcomes; these effects were linked to social and physical inactivity as well as poor sleep quality [ 29 ]. In terms of mental health, our study found that casual gamers fared worse compared to competitive gamers.
When played in moderation—according to studies, this ranges from 1 to 3.5 h daily—video games with cooperative and social interactive features have been shown to positively influence psychological well-being, including reducing levels of stress, anxiety, and depression [ 30 , 31 ]. Despite ongoing efforts to establish an optimal time threshold for gaming that positively impacts well-being, this optimal duration remains elusive.
4.5. Strengths and Limitations
The findings from this study offer valuable insights into how varying levels of lockdown impact gaming behaviors, physical activity, sitting time, sleep quality, and mental health among self-reported video gamers. These gamers varied in their levels of physical activity and competitiveness. However, the study does have limitations that warrant careful interpretation of the results. Firstly, due to the self-reported and cross-sectional design of the study, the findings may be subject to recall bias. The respondents were asked to remember pre-pandemic health behaviors, which could compromise the accuracy of the data. Secondly, while our study delved into the role of video gaming during lockdowns, it lacked a non-gamer control group for comparative analysis. To mitigate this, we contextualized our results by comparing them to published studies that focused on non-gaming populations during the COVID-19 pandemic. Thirdly, although our survey had international reach, most participants were from North America. To address this geographic bias, we categorized respondents based on the stringency of their lockdown measures, irrespective of their location. This allowed us to examine the impact of different preventive measures on a range of health outcomes. Fourthly, our study did not employ validated scales to measure mental health outcomes. This decision was made to streamline the survey, but it remains a limitation that should be addressed in future research. Lastly, the demographics of our sample do not fully represent the broader gamer population in terms of age and gender. Future studies would benefit from a more balanced demographic distribution, enabling more nuanced post hoc subgroup analyses.
By acknowledging these limitations, we aim to set the stage for more comprehensive future studies that can build upon our initial findings.
5. Conclusions
According to this study, the COVID-19 lockdown measures significantly affected various health-related characteristics among self-reported video gamers. Factors such as pre-pandemic physical activity (PA) levels, competitive gaming involvement, and the extent of lockdown measures all influenced how the pandemic impacted gamers’ health. While further research is needed, the study suggests that during a pandemic—especially when stringent lockdowns are enforced—moderate video gaming could potentially improve the general well-being of both gaming and non-gaming populations.
Supplementary Materials
The following supporting information can be downloaded at: https://www.mdpi.com/article/10.3390/ijerph20196855/s1 . File: COVID-19 and esports: How the context of a global pandemic affected the lifestyle in gamers.
Funding Statement
This research received no external funding.
Author Contributions
B.D.l.H., J.M., M.-K.J., O.L. and J.D.-D. conceived, planned, and carried out the study. B.D.l.H., O.L. and M.-K.J. planned and carried out the simulations. J.D.-D., B.D.l.H., J.M., M.-K.J. and O.L. contributed to the survey preparation and distribution. J.D.-D., B.D.l.H., J.M., M.-K.J. and O.L. contributed to the interpretation of the results. J.D.-D., B.D.l.H. and M.-K.J. took the lead in writing the manuscript. All authors provided critical feedback and helped shape the research, analysis, and manuscript. All authors have read and agreed to the published version of the manuscript.
Institutional Review Board Statement
The New York Institute of Technology approved this study and waived the requirement for informed consent, BHS-1564.
Informed Consent Statement
Not applicable.
Data Availability Statement
Conflicts of interest.
The co-author Jake Middleton was employed by Adamas Esports at the time of the study being conducted. Adamas Esports had no commercial or financial relationships that could be construed as a potential conflict of interest.
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content.
Going ROG in pursuit of AI
Asus ROG Zephyrus G16 available with Ryzen AI processor.
Asus’ ROG, which produces gaming-centric devices, has relaunched its Zephyrus G16 gaming laptop with the new AMD Ryzen AI processor for AI acceleration, along with an Nvidia dedicated RTX 40-series GPU.
There are general-purpose laptops that are optimized for a multitude of things, including gaming. And then there are gaming laptops. If you do not know the difference, then maybe you are not a serious gamer. ROG (Republic of Gamers) is a brand from Asus that offers high-performance laptops, desktops, and other devices built for exceptional gaming experiences first and foremost, as well as other tasks performed on the laptop. Generally, gaming laptops have more powerful processors and graphics cards, better cooling, displays with higher refresh rates, and higher price tags.
In a move to keep pace with advances in artificial intelligence, ROG has expanded its gaming laptop line with an AI-ready model of its Zephyrus G16 with a built-in NPU for AI acceleration and Nvidia RTX 40-series graphics.
AI is not just the future; it is already our present. With the new AI-capable Zephyrus G16, customers will be able to benefit from a range of AI capabilities, no matter how they use this machine. With this update, the laptop will offer hand-gesture detection, eye-gaze corrections, and Windows Copilot tools such as email summarization locally. It also supports desired gaming features, such as DLSS Super Resolution, frame generation, and ray reconstruction, in the latest game titles.
This new model features an AMD Ryzen AI 9 HX 370 processor and up to an Nvidia GeForce 4070 laptop GPU, all in a thin and light design. Outside, the chassis is CNC-milled aluminum with a customizable Slash Lighting array on the lid. It has an ROG Nebula display with an OLED panel and supports Nvidia G-Sync. The laptop further sports a 16:10 aspect ratio, 2.5K resolution, and 240Hz refresh rate that’s ideal for gaming in addition to content creation. Inside, the ROG Zephyrus G16 comes with up to 32GB of LPDDR5X-7500 memory, along with support for the new SD Express 7.0 standard for ultra-fast SD card performance. It’s also the first ROG laptop to support Wi-Fi 7.
The Zephyrus G16 with AMD Ryzen AI processor is available now for $1,899.
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Tencent Holdings Ltd
Morningstar Rating for Stocks | Fair Value | Economic Moat | Capital Allocation |
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HK$119.00 | Tmqy | Hgybvblw |
Tencent: Gaming Turnaround Gains Momentum; Regulatory Tailwinds to Persist
We lift Tencent's 2024 earnings forecast by 1% following Nexon's stronger-than-expected revenue from DnF Mobile in the second quarter of 2024. Even though DnF Mobile is not a major driver of Tencent's diversified revenue streams, this positive development hints at a potential turnaround in Tencent's gaming segment after two quarters of declining revenues. We are keeping our fair value estimate at HKD 704, as our long-term outlook for Tencent's gaming business, projecting mid-single-digit annual sales growth, remains unchanged. We view Tencent's shares as very undervalued.
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Hold Rating on Penn National Gaming Amidst Mixed Financial Performance and Awaited Strategic Insights
Penn National Gaming ( PENN – Research Report ), the Consumer Cyclical sector company, was revisited by a Wall Street analyst today. Analyst Carlo Santarelli from Deutsche Bank maintained a Hold rating on the stock and has a $18.00 price target.
Carlo Santarelli has given his Hold rating due to a combination of factors surrounding Penn National Gaming’s recent financial performance and future expectations. The company’s second-quarter adjusted EBITDAR of $367 million surpassed Deutsche Bank’s forecast by a margin, primarily due to lower-than-expected losses in the Interactive segment. While the Brick & Mortar (B&M) EBITDAR slightly missed the forecast, it was still generally in line with consensus expectations, indicating that the core business isn’t deviating significantly from market predictions.
Despite the positive surprise in Interactive, Carlo appears to believe the stock is fairly valued at the moment, and thus does not recommend an immediate buy or sell. This is reflected in the modest target price set slightly above the closing price. The Hold rating suggests a wait-and-see approach, taking into account that future insights, particularly regarding the company’s strategy for its Interactive segment, will be crucial in reassessing the stock’s potential. Santarelli is likely looking for more information from the company’s call commentary to determine the long-term trajectory of the Interactive division before making a more definitive recommendation.
Santarelli covers the Consumer Cyclical sector, focusing on stocks such as Hyatt Hotels, DraftKings, and Las Vegas Sands. According to TipRanks , Santarelli has an average return of 17.9% and a 56.12% success rate on recommended stocks.
TipRanks tracks over 100,000 company insiders, identifying the select few who excel in timing their transactions. By upgrading to TipRanks Premium, you will gain access to this exclusive data and discover crucial insights to guide your investment decisions. Begin your TipRanks Premium journey today.
Penn National Gaming (PENN) Company Description:
Penn National Gaming, Inc. owns and manages gaming and racing facilities and video gaming terminal operations with a focus on slot machine entertainment. It operates through the following business segments: Northeast, South, West and Midwest.. The Northeast segment consists of the following properties: Hollywood Casino at Charles Town Races, Hollywood Casino Bangor, Hollywood Casino at Penn National Race Course, Hollywood Casino Toledo, Hollywood Casino Columbus, Hollywood Gaming at Dayton Raceway, Hollywood Gaming at Mahoning Valley Race Course, and Plain ridge Park Casino. The South and West segment comprises of the following properties: Zia Park Casino, Hollywood Casino Tunica, Hollywood Casino Gulf Coast, Boomtown Biloxi, M Resort, Tropicana Las Vegas, 1st Jackpot and Resorts. The Midwest segment controls the following properties: Hollywood Casino Aurora, Hollywood Casino Joliet, Argosy Casino Alton, Argosy Casino Riverside, Hollywood Casino Lawrenceburg, Hollywood Casino St. Louis, and Prairie State Gaming. The company was founded in 1982 and is headquartered in Wyomissing, PA.
Read More on PENN:
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Report, Research, Economic Impact, Gaming in the Community, Regulatory Issues, Gaming Regulations. State of the States 2023. A comprehensive review of the U.S. 2022 commercial gaming sector, providing financial performance figures and market analysis for the 34 states and the District of Columbia with commercial gaming operations.
The new frontier of gaming. 2020 saw the global games market increase 23.1% year over year, the highest growth rate in more than a decade. For astute industry observers, this is a chance to reassess where gaming will go next. Globally, the industry is expected to reach $218.7 billion in 2024, passing the coveted $200-billion threshold in 2023.
Video Game Insights 2021 Market Report. Jan 23, 2022. The last 2 years of the games market have been dominated by Covid. However, different types of games studios have seen contrasting effects. As a whole, the industry has seen a boom, but these gains haven't impacted all games equally. This report summarises PC games trends from 2017-21.
The Drivers of Global Gaming Growth. The COVID-19 pandemic spurred growth in various media and technology sectors in 2020. Within media, gaming outpaced other segments with an 8% growth rate to reach $198 billion (versus TV's 1% decline to $408 billion 3 3 Newzoo, Ovum, Omdia Notes: 3 Newzoo, Ovum, Omdia).The sector's growth slowed in 2022 for several reasons, including the end of pandemic ...
The Gaming Market size is estimated at USD 244.22 billion in 2024, and is expected to reach USD 397.21 billion by 2029, growing at a CAGR of 10.17% during the forecast period (2024-2029). The global gaming industry is experiencing increased demand due to rising internet connectivity, growing smartphone adoption, and the introduction of high ...
Game Competitor Research; Know What and How People Play; Marketing your Game; Improve Player Retention; Resources. Blog Read the leading blog on games market data and insights. Free Reports Access free downloadable Reports and Whitepapers about games and gamers. Rankings See the top games, gaming companies, streamers, and more!
Gaming Research. 36 comprehensive market analysis studies and industry reports on the Gaming sector, offering an industry overview with historical data since 2019 and forecasts up to 2029. This includes a detailed market research of 269 research companies, enriched with industry statistics, industry insights, and a thorough industry analysis.
January 23, 2022 With an increasing number of people playing, broadcasting, and watching esports, the already booming, multi-billion dollar gaming ecosystem is reaching even greater heights. As the Call of Duty League (#CDL2022) hosts its Kickoff Classic this weekend, and against the backdrop of industry consolidation, it's a good time to get up to speed on the business of gaming.
Report Overview. The global gaming market sizewas worth 202.64 billion in 2021 and is expected to expand at a compound annual growth rate (CAGR) of 10.2% from 2022 to 2030. Innovation and technological proliferation in both software and hardware are key factors fueling the market growth. Easy availability and access to games on the Internet and ...
Report Overview. The global video game market size was estimated at USD 217.06 billion in 2022 and is expected to grow at a compound annual growth rate (CAGR) of 13.4% from 2023 to 2030. The market's expansion is attributed to the ongoing trend of online gaming, the emergence of high bandwidth network connectivity, and the continuous demand for 3D games.
Find the latest research from Google to take your game to the next level. Copy link × reports. 2023 Gaming Trends Report. Participants anticipate a future for gaming that is strongly influenced by virtual reality and the metaverse. Participants anticipate a future for gaming that is strongly influenced by virtual reality and the metaverse. ...
Report Overview. The global cloud gaming market size was estimated at USD 1.02 billion in 2022 and is projected to grow at a compound annual growth rate (CAGR) of 45.5% from 2023 to 2030. The growing popularity and demand for gaming across multiple devices such as smartphones, and consoles, among others are anticipated to drive the expansion of ...
October 17, 2023. We're excited to release the second edition of our consumer research report on gamer demographics and video game audiences across the generations. Powered by the Global Gamer Study, this new report explores how players of all ages engage with games in 2023.
Constance Steinkuehler is a professor of informatics at the University of California, Irvine, and principal investigator in the Esports Research Lab. She has published two books and more than 90 articles and chapters on thinking and reasoning related to videogames. She serves on the advisory board for the UCI Esports Program and Chairs the UCI Diversity and Inclusion in Esports Task Force.
COVID-19 acted as a catalyst for higher growth, as consumers remained inside to stop the spread. Because of stay-at-home orders, many consumers looked to gaming for a way to pass the time. Consequently, revenue grew at a CAGR of 3.9% to $106.8 billion through 2023, with a 9.4% increase in 2023 alone.
And the share of teens who report being online "almost constantly" has roughly doubled since 2014-2015 (24% vs. 46%). short reads Feb 16, 2021 Online harassment occurs most often on social media, but strikes in other places, too
In the rapidly globalizing world of gaming, UNLV's Gaming Research and Review Journal provides a unique forum for peer-reviewed articles published by the world's leading academic experts. Since 1994, GRRJ has published hundreds of pertinent research papers on casino operations, gaming laws and regulations, management, technology, community relations, responsible gaming, and other important topics.
The Center for Gaming Research is a world-class hub for the scholarly analysis of gambling and gaming issues. Located within Special Collections at UNLV's state-of-the-art Lied Library, its main resource is the Gaming Collection. ... Average Big Strip Casino report, 2021; Clark County Gaming Footprint, 1963-2023; Big Strip Casino Trends, 2019 ...
The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16-90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.
Gaming and Gamers 49% of American adults ever play video games, and 10% consider themselves gamers. ... A nearly identical share of men and women report ever playing video games (50% of men and 48% of women). ... media content analysis and other empirical social science research. Pew Research Center does not take policy positions. It is a ...
Gaming and streaming platforms have become increasingly popular as they offer an entertaining, social, and, importantly, safe alternative during severe lockdowns and social isolations . Global reports estimated that total internet traffic increased by 40 to 60% during the spring of 2020, which marked the first wave of the pandemic . Verizon, an ...
1. Introduction. Video games are an immensely popular and profitable leisure activity. Last year, the revenues of the games industry were larger than the film industry's [] and the number of people who report playing games has never been higher [].Across the globe, the rise of games as a dominant form of recreation and socializing has raised important questions about the potential effect of ...
gaming experience to gamers anywhere and anytime. In cloud. gaming, sophisticated game software runs on powerful servers. in data centers, rendered game scenes are streamed to gamers. over the ...
LONDON, August 8, 2024: New research from Omdia shows that global spend on games peripherals and accessories surpassed $10 billion in 2023, with 2029 revenue set to be close to $12 billion. The research, newly published in Omdia's Games Peripherals and Accessories Market Forecast 2024, shows that gamepads accounted for 44.3% of spend in 2023, and will more or less maintain their share to 2029.
The Worldwide CAD Report JPR's CAD market report has been published since 2005. As a result, it comes with a strong historical perspective as well as current data on the rapidly changing CAD industry. ... Jon Peddie Research's TV and Cloud Gaming market study is a supply-side series, it establishes the TV Gaming Hardware market size by ...
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Finally, Deutsche Bank Aktiengesellschaft lifted their target price on Gaming and Leisure Properties from $47.00 to $48.00 and gave the company a "hold" rating in a research report on Monday, July 29th. Six equities research analysts have rated the stock with a hold rating and seven have given a buy rating to the company's stock.
Penn National Gaming (PENN - Research Report), the Consumer Cyclical sector company, was revisited by a Wall Street analyst today. Analyst Carlo Santarelli from Deutsche Bank maintained a Hold ...