2026³â 06¿ù 27ÀÏ Åä¿äÀÏ
 
 
  ÇöÀçÀ§Ä¡ > ´º½ºÁö´åÄÄ > Culture & Life

·£¼¶¿þ¾îºÎÅÍ µÅÁöµµ»ì±îÁö... ³ë·ÃÇØÁø »ç±âÇà°¢

 

Á¤Ä¡

 

°æÁ¦

 

»çȸ

 

»ýȰ

 

¹®È­

 

±¹Á¦

 

°úÇбâ¼ú

 

¿¬¿¹

 

½ºÆ÷Ã÷

 

ÀÚµ¿Â÷

 

ºÎµ¿»ê

 

°æ¿µ

 

¿µ¾÷

 

¹Ìµð¾î

 

½Å»óǰ

 

±³À°

 

ÇÐȸ

 

½Å°£

 

°øÁö»çÇ×

 

Ä®·³

 

Ä·ÆäÀÎ
Çѻ츲 ¡®¿ì¸®´Â ÇѽҸ²¡¯ ½Ò ¼Òºñ Ä·ÆäÀÎ ½Ã...
1000¸¸¿øÂ¥¸® Àΰø¿Í¿ì, °Ç°­º¸Çè Áö¿ø ¡®Æò...
- - - - - - -
 

Limelight¡¯s State of Online Gaming Report Shows Online Gaming Spikes as Consumers Seek Social Connection and Entertainment

Asia Pacific gamers spend more than 10 hours each week playing, and more than seven in 10 made new friends through online gaming.
´º½ºÀÏÀÚ: 2021-03-18

SINGAPORE-- March 18, 2021 -- Video game playing has risen to a new level, with consumers' playing more than 9 hours of online games each week. The desire to stay connected and entertained while stuck at home during the pandemic has driven online gaming popularity, according to the “State of Online Gaming 2021,” a report commissioned by Limelight Networks, Inc. (Nasdaq: LLNW), on global gaming preferences and habits.

New data shows that the spikes in gaming over the last year are driven by gamers’ desire for social connections. More than seven in 10 Asia Pacific gamers (72 per cent) say they've made new friends through online games in the past year and more than one in three (36 per cent) say the ability to interact with other players is extremely important. Opportunities for interactivity and social engagement are likely drivers for video game adoption with the majority (79 per cent) of global gamers saying they started playing video games in the past year.

Additional findings from the report include:

· Performance drives demand for next-generation consoles. Three quarters (74 per cent) of gamers are interested in purchasing a new console, due to updated technology (39 per cent) and faster game play (37 per cent). Gamers in China are most likely to consider upgrading their console (92 per cent).
· Gamers demand fast gaming experiences. Fast performance is extremely important to five in 10 (51 per cent) of Asia Pacific gamers, and the top cited important aspect of game play. In addition, 84 per cent of gamers in the region say the process of downloading games is frustrating.
· Binge-gaming reached an all-time high. The average APAC region gamer has played video games consecutively for four hours and 49 minutes. Young gamers ages 18 to 25 have binge-gamed for the longest, at an average of nearly five hours.
· Video games have become a spectator sport. 72 per cent of Asia Pacific gamers say they’ve started to watch others play video games in the past year. The average gamer spends three hours and 36 minutes each week watching others play video games online and gamers in India spend the most time of any country surveyed (five hours and 18 minutes each week).
· Playing video games is the top entertainment choice for many. More than three in five (67 per cent) gamers say they prefer to play video games versus watching a movie or TV show.

“Asia Pacific is home to some of the world’s most ardent gamers, and they are now looking to video games to provide an interactive, high performance, disruption-free experience that allows them to connect with others and play longer,” said Edwin Koh, Director of Southeast Asia at Limelight Networks. “This evolution is putting pressure on gaming companies to match this demand with edge-based content and compute to deliver high-quality gaming environments to users across the globe.”

The “State of Online Gaming 2021” report is based on responses from 4,000 consumers in China, Germany, India, Indonesia, South Korea, the United Kingdom, the United States and Vietnam, ages 18 and older who play video games.



 Àüü´º½º¸ñ·ÏÀ¸·Î

PUMA Shines at HYROX World Championships, From Elite Athlete Triumphs to Inspiring Community Initiatives
Busan Citizens Opened Their Homes to Global ARMY
The Empire State Building¡¯s Tastes of New York Experience to Feature Eataly
IFF Launches PureStrong¢â, a Probiotic Made Specifically for Dogs
Global Stars Ahn Hyo-seop and Khalid Release New Cross-Market Single ¡°Something Special¡± via FANDOM Today
Wehome Launches K-POPSTAY BUSAN for BTS Fans
Premier Jumping League Launches With $300M Prize, Marking New Era in Showjumping

 

FIFA and Fanatics Ink Exclusive Global Collectibles Deal Covering Card...
Hilton Announces Exclusive Agreement with YOTEL to Expand Global Footp...
AesMed to Participate in WCHR 2026 and Promote 1111 Hair Care Day Camp...
Wehome Opens New Era of Hands-Free Travel in Korea
MetLife, Global Citizen Launch ¡®Footwork for Futures¡¯ Challenge to E...
Netflix¡¯s ¡°KPop Demon Hunters¡± Announce Official Global World Tour
Aga Khan Museum Launches Season 5 of This Being Human as a Multimedia ...

 


°øÁö»çÇ×
¹Ìµð¾î¿Í M• Mediaour ØÚ体ä² ØÚô÷ä² ¿¥¿À MO ØÚä²
¾Ë¸®¾Ë A⋮⋮⋮ Allial Áß¹® Ç¥±â ä¹××尔 ä¹××ì³
À£ÇÁ·Ò W⋮⋮⋮ Welfrom 卫ÜØ êÛÝ£
¹ÙÀÌ¿ÀÀÌ´Ï B⋮ BIOINI ù±药研 ¹ÙÀÌ¿ÀÀÌ´Ï·¦ BIOINILAB ...
º£³×ÀÍ ¡Õ Beneik 宝Ò¬ìÌ, À̺ñÁî eBizh æ¶币òª EZ æ¶òª
¿¡³ÊÀÌÀ¯ ¡Õ¡Õ EnerEU 额Òö äþÒö
´º½ºÁö Áß¹®Ç¥±â´Â À½Â÷ Ç¥±â¹æ½Ä '纽ÞÙó¢ ´Ï¿ì½ºÁö'
¾Ë¸®À¯ºñ ^v Alliuv ä¹备 AV ä¹êó备, ¾Ë¶ã =^= Althle ä¹÷åìÌ
´ºÆÛ½ºÆ® New1st Áß¹® Ç¥±â 纽ììãæ(¹øÃ¼ Òïììãæ), N1 纽1
¿£ÄÚ½º¸ð½º ¡ÕC À̾¾ 'EnCosmos : EC' Áß¹® Ç¥±â ì¤ñµ
¾ÆÀ̵ð¾î·Ð Idearon Áß¹® Ç¥±â ì¤îè论 ì¤îèÖå
¾ËÇÁ·Ò ^ Alfrom ä¹尔ÜØ ä¹ì³ÜØ, ¿ÃÇÁ·Ò A⋮⋮ Allfrom &...

 

ȸ»ç¼Ò°³ | ÀÎÀçä¿ë | ÀÌ¿ë¾à°ü | °³ÀÎÁ¤º¸Ãë±Þ¹æÄ§ | û¼Ò³âº¸È£Á¤Ã¥ | Ã¥ÀÓÇѰè¿Í ¹ýÀû°íÁö | À̸ÞÀÏÁÖ¼Ò¹«´Ü¼öÁý°ÅºÎ | °í°´¼¾ÅÍ

±â»çÁ¦º¸ À̸ÞÀÏ news@newsji.com, ÀüÈ­ 050 2222 0002, ÆÑ½º 050 2222 0111, ÁÖ¼Ò : ¼­¿ï ±¸·Î±¸ °¡¸¶»ê·Î 27±æ 60 1-37È£

ÀÎÅͳݴº½º¼­ºñ½º»ç¾÷µî·Ï : ¼­¿ï ÀÚ00447, µî·ÏÀÏÀÚ : 2013.12.23., ´º½º¹è¿­ ¹× û¼Ò³âº¸È£ÀÇ Ã¥ÀÓ : ´ëÇ¥ CEO

Copyright ¨Ï All rights reserved..