电通(Dentsu):2024年娱乐消费调研报告:游戏、体育与动漫(英文版)(47页).pdf

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电通(Dentsu):2024年娱乐消费调研报告:游戏、体育与动漫(英文版)(47页).pdf

1、01Entertainment:Gaming,Sports&AnimeCONSUMER NAVIGATOR OCTOBER 2024020202The survey was conducted by dentsu via Toluna,an online research panel.Administered on September 27th,2024.Distributed among a random sample of 1,000 U.S.respondents 18 years of age or older.Controls for nationally representativ

2、e weighting across age,gender,region,race and ethnicity(using the latest publicly available U.S.Census numbers)About this study03Contents1.Top Consumer Insights2.Gaming Is Blurring Media Lines3.Sport Is Expanding Beyond the Game4.Anime Goes From Niche to Mainstream5.Closing Thoughts0404Gaming is bec

3、oming a central hub where fandoms collide.69%of anime fans and 53%of sports fans log into their favorite games daily,illustrating how gaming has become an essential social and cultural activity for diverse fan identities.Our survey underscores gamings growing role as not just an entertainment activi

4、ty but a unifying force in broader pop culture.Gaming is an arena for self-expression and identity exploration.The fact that 81%of Millennial gamers use gaming to express themselves and 88%embrace it as a space for identity experimentation reflects a broader shift towards digital worlds as the prima

5、ry spaces in which people explore identity;often in ways that mirror,but also depart from,identity exploration in real life.Sports docuseries hold surprising cross-fandom appeal.87%of anime fans and 68%of gamers have watched a sports docuseries in the past month in an unexpected yet telling sign of

6、how sports content is breaking out of its traditional niche.Sports narratives are becoming a form of storytelling that appeals to diverse audiences far beyond diehard sports fans.Athletes lead the way on personality-driven media shift.50%of sports fans seek out athlete content weekly,with younger fa

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