Newzoo:媒体和娱乐参与的新时代-不同世代如何与数字和现实世界交互(英文版)(36页).pdf

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Newzoo:媒体和娱乐参与的新时代-不同世代如何与数字和现实世界交互(英文版)(36页).pdf

1、A New Era of Engagement in Media&Entertainment Featuring insights into US consumers across generations How varying generations engage with the digital and physical world2023 NewzooThe future of media and entertainment is not about a complete shift to digital.There are many misconceptions about how d

2、iferent generations engage with media and entertainment.Here are some of the ones we want to dispel.Games are the mainreason why kids areincreasingly overweight!Kids simply do not play outside anymore.Its a shame!Kids used to be creative anddraw and paint.Now they justsit behind their screens.They s

3、imply are more passive.Millennialshave stoppedwatching TV!2023 Newzoo/Media&Entertainment Report02/36Younger Generations Play in Both Physical and Digital SpacesPopularity of playing sports and games(comparing physical and digital activities)Share of generation that is active and share of generation

4、 that does both(%)SportsGen Z10-25 years oldMillennials26-40 years oldGen X41-50 years oldMore time spent gaming doesnt mean that younger generations are more averse to physical sports.In fact,almost 70%of Gen Z do both compared to less than half of Gen X.Much of this report centers around Gen Z in

5、comparison to Millennials and Gen X.Based on when we gathered the data,we define each generation as:Gen X were born from 1965 to 1980,Millennials from 1981 to 1996,and Gen Z from 1997 to 2012.Examining behaviors and preferences across these generations,we can see that younger people are spending mor

6、e time blending digital and physical activities and pursuing more active forms of engagement.74%of Gen Z participatesin sports/fitnessactivities 48%does bothGamesSportsGamesSportsGamesSource:Newzoo Consumer Research|US Online Population 10-50|June 202260%69%55%does both79%66%67%does both85%74%Defini

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