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How user behaviour in online gaming sector has changed due to COVID-19
Gaming habits of Indian usersPixabay
70% of gamers feel that the time they spend gaming online has increased.
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How user behaviour in online gaming sector has changed due to COVID-19

70% of gamers feel that the time they spend gaming online has increased.
  • The COVID-19 outbreak and nationwide lockdown has impacted many sectors and economic activities.
  • The lockdown led to people spending more time on online gaming.
  • More people are finding it to be an exciting alternative for entertainment.
WATConsult’s latest report analyses how the COVID-19 outbreak and nationwide lockdown impacted the online gaming sector.

The lockdown has led to people spending more time on online gaming. More people are finding it to be an exciting alternative for entertainment. Everyone, right from office commuters to students, is playing online games and it is becoming one of India’s favourite activities to spend their leisure time. Majority of gamers prefer to game on mobile phones. The pandemic has resulted in people playing online games more frequently. There is an increase in time spent on gaming during the lockdown compared to pre-lockdown. The future of online gaming will continue to see more growth since the time spent on gaming will increase. The scope for growth in the industry is massive because of the deeper internet penetration and mobile gaming.

70% of gamers feel that the time they spend gaming online has increased and changed as compared to the pre-lockdown period. Likewise, 68% observe that this surge has been particularly initiated under the influence of an increase in more disposal time at hand. Now, although this rise in online gaming has impacted the crucial day-to-day routine for many people, it has also proven beneficial in several ways. Considering the isolated conditions that the lockdown has forced upon all, more than half of the gamers reiterate that gaming provides relief and helps them feel positive and at other times, less depressed.

Commenting on the latest issue of WATPapers, Heeru Dingra, CEO, WATConsult said, “Content consumption patterns are in a constant state of evolution, moving in tandem with rapidly changing scenarios. Thus, to identify and understand the same, WATPapers was brought to life. To be released every month, these reports will decode current and on-going trends, providing some comprehensive insights. Just like our periodically published reports under Recogn, these too will be an invaluable resource for marketers, helping them demystify the ever-permutating consumer behaviour.”

She further added, “Undoubtedly, the pandemic has made almost all industries witness changes and the same stands true when it comes to Online Gaming. People have suddenly found themselves in a unique position of having extra time on their hands, which has led to an increase in online gaming. But there are several other nuanced factors that come into play. The report aims to decipher these very factors in order to provide useful insights.”

WATPapers are monthly published short reports based on the primary research conducted by Recogn, the agency’s research division that provides consumer and business insights to the audience. It will be delving into the different aspects of the digital industry, consumer behaviour and more. Additionally, it also covers some relevant topics like Adoption of ‘Work from Home’ by Indians and Future of Education in India: Online Learning & Home Schooling.