"In 2021, approximately 2.5 billion chat messages were sent and 17 million friendships were made on Roblox daily.*
*Measured on active users on a representative, randomly selected day (12/20/21)"
Source - Blog post from Roblox, December 2021
I love the smell of data in the morning! Interesting and surprising statistics about digital media and devices. Compiled & curated by Dan Calladine, Dentsu - dan.calladine@dentsu.com - All views expressed are my own. Please email me if you have any queries, amendments or suggestions. Follow me on twitter - I'm @dancall
"In 2021, approximately 2.5 billion chat messages were sent and 17 million friendships were made on Roblox daily.*
*Measured on active users on a representative, randomly selected day (12/20/21)"
Source - Blog post from Roblox, December 2021
Quote from Yonatan Raz-Fridman, Supersocial founder and CEO on the podcast Developments, Investments & Experiences in the Metaverse, by Bloomberg Intelligence, 5th November 2021.
12 minutes, 45 seconds in -
"More messages are sent daily by daily active users on Roblox than WhatsApp, more than 60bn messages, while on WhatsApp it's 50 billion"
Note - Roblox own statement is that 2.5bn messages are sent each day, and in December 2020 WhatsApp revealed that 100bn messages are sent each day on their platform.
"The sequel to Schell Games’ popular VR puzzle game hit a major milestone just one week after going on sale.
In 2016 Schell Games launched their game I Expect You To Die on Oculus Quest, Oculus Rift, PlayStation VR, and SteamVR headsets. In this James Bond-esque adventure, players took on the role of a professional spy tasked with solving a variety of cinematic puzzles within a set period of time. Needless to say, the game was an instant hit, captivating VR players with its colorful setting and unique puzzle-solving mechanics.
Capitalizing on the success of the original game, Schell Games launched I Expect You To Die 2: The Spy and the Liar in August of 2021. Now, less than a month after its release, developer Schell Games is claiming that its sequel title managed to surpass $1M in sales less than a week after launch. This is a huge milestone not only for the developer but for the VR industry in general."
Source: VR Scout, 9th September 2021
"Based on third party data services (e.g. SensorTower, which tracks downloads), Apple Arcade does not seem to be very popular. Most estimates suggest 5MM or fewer subscribers, which means the service is used by less than 0.5% of Apple’s 1.1B active iOS users.
[...]
Most telling, however, is Arcade’s churn. Roughly 20% of subscribers leave the service each month (implying an average tenure of only five months). This is three-and-a-half times the worst performing SVOD. In fact, Apple Arcade experiences more than twice the churn of HBO in the month after the finale of Game of Thrones… but every month! Note that Netflix’s churn is best in class by some margin."
"Facts & Figures
Average viewership at any given moment - 2.5 Million+
Unique creators streaming each month - 7 Million+
Average daily visitors - 30 Million+
Employees around the world - 1,800
Minutes watched in 2020 - 1 Trillion+"
Source: Twitch Press Centre, retrieved 1st February 2021
"One in five UK adults (21%) – the equivalent of 10.3 million consumers - purchased at least one new digital device as a result of spending more time at home because of the COVID-19 pandemic according to Deloitte’s Digital Consumer Trends 2020 report. In total, up to 21.2 million digital devices were purchased during the first two months of the lockdown period, including two million printers and monitors.
Deloitte’s research, carried out in May 2020 and surveying the digital habits of 4,150 respondents between the ages of 16 and 75, found that UK adults used 170.3 million devices* daily during the first two months of lockdown, equating to 3.5 devices on average per person.
Games consoles, laptops, smart speakers and eReaders saw the highest uptick in usage. Among those who own the devices, daily usage of games consoles rose by 10 percentage-points, with 44% of owners using their console daily, up from 34% in 2019. Meanwhile, daily smart speaker usage rose from 59% to 66%; laptop usage rose from 67% to 73%; and eReader usage rose from 30% to 34%.
Fitness bands and smart watches both experienced a decline in usage as consumers spent more time at home as a result of the pandemic. 60% of fitness band owners used their device daily during the lockdown period, down from 64% in 2019, while daily smart watch usage declined from 64% to 62%. This comes despite an overall increase in the adoption of wearables, from 27% to 31% in the last year."