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 survey in the United States in June 2020, respondents stated that their time spent playing battle royale games had increased by 143 percent.
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Simon-Kucher & Partners. (August 21, 2020). Increase in time spent video gaming during the COVID-19 pandemic in the United States as of June 2020, by genre [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 20, 2026, from /statistics/1188559/gaming-genres-covid/
Simon-Kucher & Partners. "Increase in time spent video gaming during the COVID-19 pandemic in the United States as of June 2020, by genre." Chart. August 21, 2020. ÌÇÐÄÆÆ½â°æ. Accessed July 20, 2026. /statistics/1188559/gaming-genres-covid/
Simon-Kucher & Partners. (2020). Increase in time spent video gaming during the COVID-19 pandemic in the United States as of June 2020, by genre. ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 20, 2026. /statistics/1188559/gaming-genres-covid/
Simon-Kucher & Partners. "Increase in Time Spent Video Gaming during The Covid-19 Pandemic in The United States as of June 2020, by Genre." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 21 Aug 2020, /statistics/1188559/gaming-genres-covid/
Simon-Kucher & Partners, Increase in time spent video gaming during the COVID-19 pandemic in the United States as of June 2020, by genre ÌÇÐÄÆÆ½â°æ, /statistics/1188559/gaming-genres-covid/ (last visited July 20, 2026)
Increase in time spent video gaming during the COVID-19 pandemic in the United States as of June 2020, by genre [Graph], Simon-Kucher & Partners, August 21, 2020. [Online]. Available: /statistics/1188559/gaming-genres-covid/