- Index hide1 Streaming hours on Facebook Gaming have contracted since 2021, according to the “Streamlabs and Stream Hatchet Q2 2022 Live Streaming Industry Report.”2 Within the study “Essential Facts About the Computer and Video Game Industry 2021” it was revealed what motivates the use of gaming.3 Within a joint study between the MMA and Yahoo, the percentage of the population that plays games in Mexico and the opinion they have of sponsored content in this ecosystem was discovered.
Streaming hours on Facebook Gaming have contracted since 2021, according to the “Streamlabs and Stream Hatchet Q2 2022 Live Streaming Industry Report.”
Within the study “Essential Facts About the Computer and Video Game Industry 2021” it was revealed what motivates the use of gaming.
Within a joint study between the MMA and Yahoo, the percentage of the population that plays games in Mexico and the opinion they have of sponsored content in this ecosystem was discovered.
There is a clear discouragement in Facebook for continuing to enter gaming and while they think about alternatives or acquiring platforms that are successful in this industry, the company had already been registering falls since the third quarter of 2021when there was a contraction in the number of hours viewed on this platform.
Within the comparison published in the “Streamlabs and Stream Hatchet Q2 2022 Live Streaming Industry Report”during the third quarter of 2021 the hours passed 1.293 million a 580 million hours in the second quarter of 2022.
This contraction in the preference for Facebook in gaming has become a very important habit that defines the profile of users of said activity.
If we look at the joint study that mma Y yahoo carried out and shared exclusively to the media, technologies such as connectivity 5G and the metaverse have fueled the gaming in Mexico, where a 78 percent of people said they are active in this ecosystem or know people who work in this segment, while the 69 percent Of them, they said that they viewed content sponsored by brands in this scenario as positive.
“We know that the metaverse is under construction and that it could gain scalability in the video game universe, where it connects people and brands through entertainment (…) however, video continues to be the most powerful content format to connect brands and people, and connected televisions expand these integration spaces”, he explained Renata de Andrade, Mr. Global Strategy Manager of yahoo.
Facebook Gaming falls back
As of October 28, the apps of FacebookGaming will no longer be available in iOS Y Androidbut some elements of the games that were previously in the appswill remain available for the apps main of Facebook.
The announcement was made with a message where the company of mark zuckerberg thanked the users who joined the platform since its launch, because thanks to them, he said, an important community was consolidated gaming.
This effort of Facebook to consolidate in the market of gaming and win market Twitter did not manage to prosper and on the contrary, it became a real headache, because what emerged with the hope of adding users during the pandemic, ended up registering negatives, such as those registered by streamlabsthat in a analysis realized that the apps of Facebook only represented the 7 percent of the total hours watched in the entire industry, in which Twitter added the 76 percent Y Youtube the 15 percent.
What FacebookGamingother big technology companies have accepted their defeat in the gaming industry, as happened with China Tencentwhen he announced the closure of his We Game app, hosting of video games and related content that failed to attract the attention of the consumer.
There are obvious challenges in gaming and before them the brands have to react correctly to the tendencies of users in gamingotherwise the market will not be able to expand to these opportunities, with players increasingly passionate about novelty and experience in the sites they enter.