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3 in 10 Brits Have Skipped a Shower or a Meal to Play Video Games in Lockdown

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More Brits than ever played video games last year to beat the boredom of staying home, and our third lockdown in 2021 has seen the trend gain even more traction. With games being released on more platforms, and more genres than ever now is an excellent time to be a gamer!

Fresh Student Living took a deep dive into the gaming industry in the UK to see just what an impact Covid has had on gaming.

More than four in ten UK gamers say they’ve been gaming more during the COVID-19 outbreak (43%). Plus, UK gamers now make up over two thirds of the population (67%); six in ten of this group say they play mobile games (52%); a quarter PC games (25%); and three in ten console games (28%).

When the pandemic first put a stop to everyday life, the gaming world expanded with regular players putting in even more time, and new people joining the trend to connect with friends, kill time and indulge in much-needed escapism. As more people picked up controllers, the UK gaming population exploded by a whopping 63%! People reported feeling happier and calmer, with a higher sense of freedom, thanks to how immersive the best video games are.

The Average Gamer Spent the Equivalent of 39 Days Playing Last Year

Games like FIFA 21, Call of Duty, Animal Crossing and Last of Us were some of the most played games of 2020, with 3 in 10 people skipping showers and meals to play uninterrupted. Almost 6 in 10 Brits also admit to losing sleep due to gaming sessions.

Pre lockdown, the average gamer spent around 13 hours a week playing their favourites. This increased by 5 hours during lockdown with Brits spending 18 hours or more exploring new worlds online – that’s equivalent to 39 whole days spent gaming!

The average gamer usually sets aside a conservative 1-3 hours to play, but in the UK, at least 3% of the population confesses to playing for 15 hours or more in one sitting.

What Video Games is Everyone Playing?

Most Played Video Games of 2020 According to Units Sold

FIFA 21 dominated in 2020 as one of the most anticipated games in the UK, with around 14 games selling per second in the UK last year.

  1. FIFA 21 (2.18 million)
  2. Call of Duty: Black Ops Cold War (1.4 million)
  3. Grand Theft Auto 5 (1.1 million)
  4. Animal Crossing: New Horizons (800,000)
  5. Assassin’s Creed Valhalla (660,000)
  6. The Last of Us Part II (530,000)
  7. NBA 2K20 (480,000)
  8. Tom Clancy’s Rainbow Six Siege (430,000)

More Brits Are Hooked on Video Games

Lockdown has given us all more time to kill, and today the split between male and female video gamers is strictly 50-50. In the UK, 54% of men and women play a game most days, lowering stress and connecting with others being two of the primary motivators.

Multiplayer Games Keep us Connected

With time to kill and social distancing in effect for most of last year, multiplayer games’ popularity soared as more people jumped online to chat and connect. Even ex-gamers again picked up their controllers to join online communities playing games like Call of Duty, Animal Crossing or Fortnite.

Unsurprisingly, lockdown saw most Brits opt for action-packed and interactive genres, with most gamers choosing fighting, action and huge multiplayer Battle Royale games with lots of other players!

Most played genres in 2020

  • Fighting – 81%
  • Action – 79%
  • Massively multiplayer online games – 78%
  • Multiplayer online battle arena games – 75%

The Rise of Covideogamers in 2021

Lockdown has massively changed the gaming community across the world. In the UK, younger gamers spend loads of time playing while self-isolating and spend around two hours a month watching other people play online – a pastime that has increased since lockdown began.

The pandemic has also created a whole new subgenre of gamers known as Covideogamers, who exclusively started gaming during lockdown. Compared to 36% of existing gamers between the ages of 18 – 34, Covideogamers now make up 46% of the population in the same age group – 35% of these new gamers have also admitted it’s so relaxing and stress-relieving, they’re going to start playing more, long after lockdown ends!

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BetConstruct AI names Lena Yasir CEO

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Former Pragmatic Play chief commercial officer brings 20 years of iGaming experience to the role.

BetConstruct AI has appointed Lena Yasir as its new chief executive officer, the company said.

Yasir has 20 years of iGaming experience, with a background in B2B commercial strategy, international expansion, and building teams across regulated and emerging markets.

Before joining BetConstruct AI, Yasir held senior leadership roles at Play’n GO, Evolution, and OnGame Network. Most recently, she served as chief commercial officer at Pragmatic Play, where the company said she played a central role in its global B2B growth.

In a statement, Yasir said: “BetConstruct AI is a highly respected and successful company in the global iGaming industry, and I am proud to be joining the business at such an exciting time.”

BetConstruct AI said Yasir will focus on accelerating global revenue, driving innovation, and strengthening partnerships across the iGaming ecosystem.

The post BetConstruct AI names Lena Yasir CEO appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Latam Intersect flags prime-time World Cup 2026 as a reset for LATAM sports marketing

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Firm points to more LATAM teams, heavier digital viewing and second-screen habits as key drivers for new campaign strategies.

Sports marketing in Latin America will face a different playbook during the FIFA World Cup 2026, according to a new analysis from Latam Intersect. The firm says the expanded tournament format, combined with prime-time scheduling for the region and more digital consumption, will change how brands plan media, content and real-time engagement.

The 2026 edition will feature 48 national teams, 104 matches and three host countries. FIFA projects more than 6 billion people will follow the tournament in some way, Latam Intersect said. For Latin America, the firm highlights the added weight of having 10 regional teams qualified, alongside the region’s historical performance in the competition.

Latam Intersect argues that the LATAM fan base is now younger and more active online, with a predominant age range of 22 to 33 and strong Gen Z and millennial presence. The company cites data indicating 41% of fans already watch matches via digital platforms and 51% use social media while watching on TV, turning each match into a continuous “second-screen” engagement window.

“In 2026, the fan is already in the middle of a conversation that never stops. Brands that show up with a prepared post after the match are already too late,”, said Livia Gammardella, Head of Marketing and Digital de Latam Intersect.

The firm also breaks the audience into three archetypes—casual fan, devoted fan and “fanático”—and says brands often underperform by treating the World Cup audience as one segment. It adds that women fans and fans arriving through pop culture, memes and music are growing audiences that global campaigns frequently miss.

A major difference versus the 2018 and 2022 tournaments is match timing for the region, with most games expected to land in prime time for Latin America, the company said. “A World Cup in prime time was exactly what retail needed. People will not watch the matches alone: they will gather with family, order food, buy products. The brand that uses cultural intelligence to understand the localized rituals of its fan will build far more connection than it could expect”, said Claudia Daré, socia y cofundadora de Latam Intersect.

The company said it has published a related eBook on platform behaviors across Instagram, TikTok and X, alongside market-specific audience data and planning framework

The post Latam Intersect flags prime-time World Cup 2026 as a reset for LATAM sports marketing appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Claudia Daré partner and co-founder of Latam Intersect.

Sports marketing will change in Latin America during the 2026 World Cup

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The biggest tournament in history arrives with an unprecedented strategic window for brands: prime-time matches, more Latin American national teams, and an audience that is radically more digital and diverse.

The 2026 World Cup is not just the most ambitious edition in the tournament’s history. For Latin America, it represents a convergence of factors never seen in any previous edition: ten national teams from the region qualified, matches will air in prime time, and an audience that experiences football in ways that would have been unimaginable a decade ago.

With 48 national teams, 104 matches, and three host countries, FIFA projects that more than 6 billion people will follow the tournament in some way. For Latin America, whose national teams have won the World Cup 10 times, the competition arrives with a particularly strong emotional weight.

An audience that no longer watches football in silence

The profile of the Latin American fan has changed profoundly. The dominant age bracket today is between 22 and 33 years old, with a strong presence of Gen Z and millennials. This segment does not just consume the sport; it comments on it in real time, amplifies opinions on social media, and lives every match with a phone in hand.

The data is striking: 41% of fans already watch matches through digital platforms, and 51% use social media simultaneously while watching on television. This turns every match into a 90-minute window of continuous engagement, an opportunity that traditional communication strategies, designed for a passive consumer, are simply not built to capture.

“In 2026, the fan is already in the middle of a conversation that never stops. Brands that show up with a prepared post after the match are already too late,” says Livia Gammardella, Head of Marketing and Digital at Latam Intersect.

Three profiles, three different conversations

Not all fans are the same, and treating them as if they were is one of the most common mistakes in communication strategies for major sporting events. Audience analysis identifies three clearly different archetypes: the casual fan, who gets caught up in the spirit during important matches but disconnects if their team is eliminated; the devoted fan, loyal to their team and routines, who sees any brand opportunism as disrespect; and the fanatic, for whom football is identity and belonging, and who grants loyalty only to those who demonstrate a genuine connection to the sport.

To these three segments are added fast-growing audiences that global campaigns often ignore: women fans, whose digital engagement continues to grow steadily, and supporters who come to football through pop culture, memes, and music.

Prime time as a strategic window

One of the most significant differences from the last two World Cups is the broadcast schedule. In 2018 and 2022, the time zones of Russia and Qatar pushed matches into Latin American mornings or afternoons. In 2026, most matches will fall in prime time across the region, opening an opportunity that practically did not exist in recent editions.

“A World Cup in prime time was exactly what retail needed. People will not watch the matches alone: they will gather with family, order food, buy products. The brand that uses cultural intelligence to understand the localized rituals of its fan will build far more connection than it could expect,” says Claudia Daré, partner and co-founder of Latam Intersect.

The Latin American fan of 2026 is younger, more digital, and more diverse than in any previous edition. Digital platforms have shifted from being support channels to becoming the main stage. And while the conversation is global in scale, it is always local in content.

The tournament will unfold simultaneously on two screens. Instagram works as a visual archive and positioning channel. TikTok is where trends are born, rewarding native creativity over expensive production. X is the public square for minute-by-minute conversation, with relevance windows that close in a matter of seconds. And physical spaces, bars, fan fests, family gatherings, regain prominence that the schedules of the last two editions had reduced considerably.

Treating them as a single distribution channel is, according to specialists, the fastest way for a brand to go unnoticed.

The 2026 World Cup arrives with an architecture unlike any previous edition: more countries, more matches, more screens, and an audience that does not wait for kickoff to start the conversation. In Latin America, where football functions as a shared language across generations, social classes, and borders, the tournament promises to be a moment of cultural cohesion on a historic scale.

The post Sports marketing will change in Latin America during the 2026 World Cup appeared first on Americas iGaming & Sports Betting News.

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