Twitter Just Reported a 75% Increase in Gaming-Related Tweets During 2020

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Social Media Today reveals the lockdowns most of us lived through during 2020 resulted in a massive surge in popularity for gaming, as people looked for alternative sources of entertainment, connections with the outside world, and ways to pass the time.

This article highlights the fact that, although an increase in gaming activity isn't very surprising, the actual size of the spike was quite stunning. Facebook shared its latest figures on the growth of gaming last week. The report covers the whole year, and there was a 50% increase in mobile gaming across the UK. This week, Twitter has joined the party by sharing its most up to date figures concerning the discussion of gaming on the platform:

"For the first time ever, there were more than 2 billion Tweets about gaming throughout the year. This is up 75% from 2019, with a 49% increase in unique authors."
You read that right - Twitter saw a colossal 75% jump in gaming-related talk. While the broader term of gaming saw a huge spike in discussion, the figures for niches like eSports are notable too.

Japan is Twitter's second-biggest user market, and it was out in front when it came to online talk about gaming:

Gaming culture, including events, also experienced a massive increase in activity during the pandemic:

Gaming events seem to be big business, and during the pandemic, they offered one of the few ways available to connect with like-minded souls.

Perhaps unsurprisingly, five of YouTube's top ten channels during 2020 also related to gaming. Figures like these just further highlight a need for marketers to take note of gaming culture. Pokemon GO just announced a collaboration with The North Face, for instance. That's based on digital clothing for gamers' avatars. Snapchat is also producing Bitmoji characters. It's a red hot, key market segment, and gaming simply can't be ignored any longer!
#2020 #75% #gamingrelated #increase #reported #tweets #twitter
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  • Profile picture of the author Matthew Stanley
    Perhaps unsurprisingly, five of YouTube's top ten channels during 2020 also related to gaming
    Yeah - YT had a massive Gaming year as well ... reportedly around 100 billion hours watched, marking its best year ever ( Feels like one of the biggest pandemic category beneficiaries
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  • It makes sense. We can't go out. We're rediscovering the games we played in our childhood. And Minecraft is an awesome learning tool. It helped me with homeschooling.
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    • Profile picture of the author Matthew Stanley
      And Minecraft is an awesome learning tool. It helped me with homeschooling.
      Very interesting point. My toddler's not yet at that age, but I'll absolutely be looking into gameplay as a learning mechanism for him (even learning how to create games on Roblox for fun feels like it could be somewhat educational in terms of programming skill development). Feels like a category poised for lots of growth.
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  • Profile picture of the author Sib2
    The gaming industry is now one of the leading
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  • Profile picture of the author Matthew Stanley
    Tencent last week held a WeChat Mini Games conference wherein they provided an update about their mini games strategic objectives. Some mightily impressive numbers that imo provide a glimpse into what Snapchat and Facebook's instant games future could look like (outside of China.)
    • WeChat's monthly users of mini games reached 500 million for the first time in 2020 ... roughly 1 in every 2 people on WeChat engage with mini games.
    • According to Tencent, players over the age of 30 represent 66% of the overall player base while people from 3rd-5th tier cities represent 60% of the audience. Play time increased by 50% year-over-year, and overall business increased 20% from 2019 to 2020.

    At this point Instant Games are a mature industry in China; be very interesting to watch their development in the rest of the world over the next decade ... If instant games scale on platforms like FB, Snap, could mean less App Store power over the industry...
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