In 2020, global consumer spending on gaming grew significantly. Especially digital gaming revenues increased as people were forced to stay at home during COVID-19-related lockdowns and orders. Worldwide gamer spending on in-game content increased by ** percent year-over-year.
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Nielsen. (December 3, 2020). Year-on-year change in digital gaming content revenue in the United States and worldwide from January to October 2020, by type [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 27, 2026, from /statistics/190184/covid-19-impact-on-digital-games-revenue-type/
Nielsen. "Year-on-year change in digital gaming content revenue in the United States and worldwide from January to October 2020, by type." Chart. December 3, 2020. ÌÇÐÄÆÆ½â°æ. Accessed July 27, 2026. /statistics/190184/covid-19-impact-on-digital-games-revenue-type/
Nielsen. (2020). Year-on-year change in digital gaming content revenue in the United States and worldwide from January to October 2020, by type. ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 27, 2026. /statistics/190184/covid-19-impact-on-digital-games-revenue-type/
Nielsen. "Year-on-year Change in Digital Gaming Content Revenue in The United States and Worldwide from January to October 2020, by Type." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 3 Dec 2020, /statistics/190184/covid-19-impact-on-digital-games-revenue-type/
Nielsen, Year-on-year change in digital gaming content revenue in the United States and worldwide from January to October 2020, by type ÌÇÐÄÆÆ½â°æ, /statistics/190184/covid-19-impact-on-digital-games-revenue-type/ (last visited July 27, 2026)
Year-on-year change in digital gaming content revenue in the United States and worldwide from January to October 2020, by type [Graph], Nielsen, December 3, 2020. [Online]. Available: /statistics/190184/covid-19-impact-on-digital-games-revenue-type/