As a result of the COVID-19 pandemic in 2020, many people turned to video gaming as a form of entertainment during long periods of being locked down at home. During a global survey in June 2020, around 60 percent of respondents stated that they were playing more multiplayer games during the pandemic, no doubt in part to replace the face-to-face interaction that was severely restricted, or even banned entirely, during parts of the crisis.
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Simon-Kucher & Partners. (August 21, 2020). Impact of COVID-19 on the frequency of playing multiplayer video games worldwide as of June 2020 [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 15, 2026, from /statistics/1188549/covid-gaming-multiplayer/
Simon-Kucher & Partners. "Impact of COVID-19 on the frequency of playing multiplayer video games worldwide as of June 2020." Chart. August 21, 2020. ÌÇÐÄÆÆ½â°æ. Accessed July 15, 2026. /statistics/1188549/covid-gaming-multiplayer/
Simon-Kucher & Partners. (2020). Impact of COVID-19 on the frequency of playing multiplayer video games worldwide as of June 2020. ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 15, 2026. /statistics/1188549/covid-gaming-multiplayer/
Simon-Kucher & Partners. "Impact of Covid-19 on The Frequency of Playing Multiplayer Video Games Worldwide as of June 2020." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 21 Aug 2020, /statistics/1188549/covid-gaming-multiplayer/
Simon-Kucher & Partners, Impact of COVID-19 on the frequency of playing multiplayer video games worldwide as of June 2020 ÌÇÐÄÆÆ½â°æ, /statistics/1188549/covid-gaming-multiplayer/ (last visited July 15, 2026)
Impact of COVID-19 on the frequency of playing multiplayer video games worldwide as of June 2020 [Graph], Simon-Kucher & Partners, August 21, 2020. [Online]. Available: /statistics/1188549/covid-gaming-multiplayer/