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COVID-19: change in consumer spending on video games in the U.S. 2020, by segment

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www.statista.com2024-02-13 更新2025-01-15 收录
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https://www.statista.com/statistics/282558/quarterly-consumer-spend-on-video-games-in-the-us/
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The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. In April 2020, during the height of the lockdown, sales of video gaming hardware in the United States increased by 163 percent compared to the previous year.

2020年伊始,席卷全球的COVID-19疫情不仅对公共卫生构成了巨大威胁,亦对整个娱乐产业造成了深远影响。在电影院和剧院纷纷关闭以遏制疫情蔓延之际,众多民众在自我隔离期间转向家庭娱乐。2020年4月,正值封锁高峰期,美国视频游戏硬件的销售量与前一年同期相比增长了163%。
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