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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

上传人: Y**** 编号:113623 2023-02-01 36页 2.77MB

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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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本文主要探讨了不同代际人群如何与媒体和娱乐互动,并分析了这些互动方式的变化趋势。文章指出,尽管存在一些关于不同代际如何接触媒体和娱乐的误解,但研究显示,年轻一代(如Z世代)正在将数字和物理活动相结合,追求更积极的参与方式。 文章的核心数据显示,Z世代每周在视频游戏和虚拟世界上的花费时间接近12小时,超过了音频和书面媒体。此外,68%的Z世代认同为数字创作者,这表明他们不仅消费内容,还积极创造内容。 文章还指出,移动设备已成为获取媒体和知识产权的主要平台,60%的媒体平台互动时间发生在移动设备上。此外,视频游戏和虚拟世界在所有媒体类别中的平均每周互动时间中排名第二,仅次于电视。 总的来说,文章强调了媒体和娱乐的未来是数字和物理世界的日益融合,年轻一代正在转向更积极的参与方式,这为品牌提供了与目标受众进行更互动式接触的机会。
不同代际如何看待游戏与体育活动? 游戏如何成为娱乐和媒体的新平台? 年轻一代如何通过游戏进行娱乐和社交?
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