This month has not only been busy with new game releases, as expected for this time of the year, but also with new announcements. On the back of the analysis of the PlayStation VR release and its media coverage, I went and looked at the media coverage that the recent Nintendo Switch reveal has secured.

A tweet and a video

There are not many console announcements; their life cycle is long enough to make them a rare occurrence. Our media monitoring tool has been running since mid-2013, but getting really in shape from early 2014 onwards, so I don’t have much data to properly compare the Nintendo Switch announcement. I will mostly use this year’s PS4 Pro and Xbox Scorpio announcements, keeping in mind that these are not full-blown new hardware being released, but upgrades of existing consoles.

The way the Nintendo Switch was announced is also unusual. It was outside of any major media event and in the middle of the busiest month for video games media with the release of many AAA titles; a new format for this kind of announcement. Also, Nintendo has been very sparse when it comes to details about the console (no detailed specs, no price point, no confirmed release titles), and stated clearly that they wouldn’t provide any of this until nearly next year.

With all this in mind, how well was the announcement covered by media?

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Purely looking at the number of articles, the Nintendo Switch secured fewer than the PlayStation 4 Pro did at its reveal back in September, but way more than the Xbox “Scorpio” did at E3. I would call this a small victory for Nintendo, if only because there is very little to talk about on the Switch at the moment. Of course, there are many speculative articles, but it doesn’t feed the media cycle the way the Sony press conference did, where there was a price point, technical specs, and titles to discuss.

But to call it a win, I have to say I had to double check the number of unique websites that wrote about the consoles first:

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The Nintendo Switch managed to secure coverage across more media than the PS4 Pro or the Xbox “Scorpio”, even if not in a massive way. Nintendo is clearly behind the two other console manufacturers, and it shows in the monthly tracking we do on the coverage of each platform, so being able to get this amount of attention is good for them. It is the biggest beat related to the Nintendo brand since we started tracking media coverage (January 2014), but it is still way behind what Sony and Microsoft gained for their biggest announcements in the period (usually around E3, but not exclusively, as the PlayStation Experience managed to build a lot of significant coverage the past couple of years too).

Where is the interest?

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Looking at the same metric (unique websites covering the announcement), there is a similar level of increased interest for the Nintendo Switch compared to the PlayStation 4 Pro across most languages. The notable exceptions being French and Spanish media, which covered this announcement in a bigger proportion than the other languages (and which makes sense considering the findings from the report on the different media landscapes) and Italian media where the increase was smaller than the other languages (and contrary to the same findings).

The websites parsed by the monitoring tool are also put in different categories and this is where an interesting pattern appears for this announcement:

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Nintendo is often seen as a family-friendly brand, one that has a wide appeal and name recognition outside of the video game industry. The bigger reach the Nintendo Switch announcement had with General Interest media would reflect that, and is quite significant here (note that the tool’s database is very much geared towards video games media and is not as exhaustive when it comes to media from different categories). But the significant reach the news had with websites qualified as Special Interest, is one I didn’t expect. Special Interest media cover a range of very specific topics, generally only tangentially related to video games. For example, it includes websites that focus on board games, “geek culture”, and science-fiction in its broadest expression. The news seems to have found a very strong resonance with those media compared to the “upgraded console” announcements.

All in all, this was a massive announcement for Nintendo, one on a scale that they don’t often have. And while it worked and found a significant reach in the media, it was not spectacular. Pokemon Go, at its highest week, saw a lot more coverage than the announcement of a brand new console. Of course, Pokemon Go was an extraordinary phenomenon, but so should be the reveal of your new device.

Here are the last couple of numbers to give some food for thought: at the time of writing this blog post, 5 days after the reveal, the Nintendo Switch reveal video on Youtube had 17m views; the Battlefield 1 reveal trailer had 22m views over the same time period.

 

Last week, Sony launched its VR headset, the last of the 3 major tethered HMDs (head mounted display) to release in 2016. This is a perfect opportunity to have a look at the media coverage around the launch and to see how well it has performed compared to the other two. If you have read our blog post on the VR in media report, the result shouldn’t be very surprising, though.

The Launches

To compare the launches, I looked at the 48h cycle around the official release of each headset and the number of articles gathered for each device.

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Sony is a lot better organized in regards to its PR, especially where games and technology media are concerned, and the results shows, with twice the coverage that Oculus had for its launch, that was itself better covered than the HTC Vive’s launch. But even then, the magnitude of the difference is really impressive. Oculus was first to market, in a highly anticipated technological advancement.

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A first explanation can be found with the languages breakdown. It seems Sony has been way better at engaging with non-English media than both Oculus and HTC were. In English, the PlayStation VR is 37% bigger than Oculus’, where in Italian – the biggest gap – it is 249% bigger.

This said I don’t have any good comparisons with other, different hardware launches. The Xbox One S was launched in the middle of the summer with little fanfare, and it is arguably not a very significant launch (667 articles for its launch if you are curious). I guess the NX launch will be the next similar event that we can compare these numbers to.

it is good to note as well, and that’s true for all three HMDs, that the launch is not the biggest media beat of their lifecycle. For example, for the PlayStation VR, the price point announcement earlier this year at GDC and the E3 coverage were both more significant when it comes to the volume of media coverage.

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The Games

With the launch of the new headset, a slew of VR games were part of the story. To cover the communications, that were spread across the week, I looked at their coverage for the whole of last week. Most of the articles were on the day of the PlayStation VR release or the following day.

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The odd one out in this top 10 is Robinson: The Journey. The game is not available yet on PSVR, but they announced they release date right around the PSVR release, getting a lot of attention thanks to that timing.

The Batman VR game has been getting a lot of coverage, the brand power probably helping it a bit. This game still has the best performance, getting more coverage than Sony’s first party titles Until Dawn and Driveclub.

EvE Valkyrie is also very well covered, especially for a game that has already been released on Oculus months ago.

These seem like good numbers for games launches overall – however, when looking at established IP’s going into VR such as Driveclub, the numbers are still lagging behind.

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These are the early days of VR, and it doesn’t seem like a bad start, but there is a long way to go still to get a proper foothold in the media. We can expect this to grow alongside VR adoption.

Following up on the blog post looking at the media coverage of E3 and gamescom, I wanted to do one on the “September Events”. The month was rich in games industry events, and I want to try to keep this series of articles as regular as possible to provide more context around the benefits of attending different events, from a media/PR point of view.

As usual, you can read about the tool and methodology here.

And take this with a pinch of salt, as always. Media coverage shouldn’t be the only reason to attend any event. And it’s also sometimes beneficial to be the biggest announcement of a smaller event rather than one-in-a-million at E3.

PAX West 2016

Going by chronological order, the PAX main event (even if it is getting challenged by PAX East), renamed PAX West this year after being PAX Prime for so long, took place early September in Seattle.

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Collecting data prior to 2015 proved complicated this time around, so I only look at this year and the previous one.

Overall coverage is lower, but stayed in the same order of magnitude. PAX being an American event, I was more curious about the coverage spread across different languages.

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The year-on-year coverage stayed the same for English media, but there were fewer articles mentioning the event in Italian and German media. Looking at the media coverage, it seems there were fewer larger AAA games present at this year’s event, or at least, there were fewer announcements around the event. The fact that overall coverage in English stayed about the same should be seen as a sign that the event stayed strong despite fewer key news beats taking place at the show.

Tokyo Game Show

Next in line, the main games event in Japan, the Tokyo Game Show (TGS for short) started on the 15th September.

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With Sony having its PlayStation Meeting earlier in the month in New York, it deprived the TGS from announcements that would have been done there in previous years. Sony still held a press conference during TGS, but it didn’t get as many headlines as the one from the previous year.

The major announcements for 2016 were related to the Final Fantasy games, the new Resident Evil, and the controversy around the new Metal Gear title (and it being disavowed by Hideo Kojima).

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When looking at the EFIGS coverage, there is a surprising balance between the amount of articles referring to TGS in French, Italian, German and Spanish.

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The international appeal of the TGS is clear when looking at the distribution of the EFIGS coverage. Interesting to note that the English media are the only ones that covered this year’s edition more than last year’s.

EGX

Coming last in September was EGX. The event is very much geared towards consumers, but benefits from being the largest games event in the UK, with local studios using it as a platform for their own announcements. This year, the latest Yooka-Laylee trailer (that includes Shovel Knight as a guest star) was probably one of the biggest announcements tied to the event.

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After seeing a significant growth in coverage from 2014 last year, this year’s media mentions of the event saw a slight decline. EGX 2015 saw a lot of media attention due to some of the comments made by Sony’s president Shuhei Yoshida.

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Unlike the more internationally covered PAX West and TGS, EGX is mostly covered and mentioned by English speaking media. The amount of coverage in French is actually surprisingly low considering that the event is still a vehicle for announcements that see significant relay in other languages.

Comparing the reach

As a last exercise, I compared the actual number of unique English websites that covered each event, as a way to compare their reach and presence in that media landscape that is less reliant on the number of news beats relayed at the event.

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It is quite interesting to see PAX being at the level of TGS, and while EGX is significantly behind, it is not an insurmountable gap. In 2014, there were 143 unique English websites reporting on TGS, by then already a very well established event. I can see EGX reaching similar numbers in a couple of years if they keep building their profile as a good platform for reaching media and the right people in the industry.

I haven’t recovered (yet) from this year’s gamescom, but I would rather do the customary media coverage analysis blog post while it is still fresh.

If you are so inclined you can read the 2014 and 2015 posts, but I will be comparing previous years to make it easier. The methodology is the same (data is from Sunday to Sunday, across all the media we track).

gamescom 2016

Let’s review the specifics of this year edition.

Dates

The dates changed again, getting closer to the middle of the month compared to last year’s. This year the dates were more “normal” as far as gamescom is concerned, starting on the 17th and closing on the 21st of August.

No press conference from either Sony or Microsoft

Last year Sony did not put together a press conference, leaving the field free for Microsoft. This year Sony again skipped the once traditional Press event at gamescom, and Microsoft has followed their example. While I can see the logic behind Sony’s move, after all they have many other events in lieu of the gamescom for their communication if they follow last year’s pattern, Microsoft hasn’t structured its communication that way in the past, and they haven’t announced anything to make up for the lack of a press event in Cologne.

Last year Sony used the Paris Games Week as its European press event, but there hasn’t been any announcement so far in that regard for 2016. They do have a new event called the PlayStation Meeting in early September, which I will keep an eye on for sure.

Numbers

Here are the gamescom 2016 numbers, as released by the organisers:

  • 345,000 visitors (same as 2015)
  • 30,500 trade visitors (-2,700 from 2015; -1,000 from 2014)
  • 877 exhibitors (+71 from 2015)

The space was the same surface area as last year.

gamescom has reached an interesting size issue, where they can’t welcome more people. The tickets are sold out and there isn’t much more space in the Messe to expand too. There is also the issue that even if they want to have more space, there might not be much interest from exhibitors to expand further than what they currently have, and the companies not exhibiting probably have good reasons not to. I will talk about it at the end of the post, there are some changes coming that might help.

So. What about the media coverage?

gamescom in the media

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So, I should preface this year’s analysis by a disclaimer that I don’t pretend to understand all the forces at a play where those numbers are concerned. Most of what you will find are educated guesses and I try to corroborate the theories with the data, but it doesn’t always work.

Here, we see a decline in the total coverage of the gamescom’s brand from last year. But while there was a significant drop, which was expected with the lack of major press conferences, it stayed at the same level as 2014, where there were two press conferences. So I would say that gamescom has reached a point where its relevance to the media (and the publishers and studios planning their communication strategy) has gone beyond the consoles’ press events, and it stands on its own.

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As expected, a lot of the articles are coming from German media (this is where I plug our report on the media landscapes – you can download it for free and it can give you a sense of the size of the media in the different languages). Nothing surprising yet there.

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Looking at the number of unique websites mentioning gamescom, we find a different result though… There were more English websites than German websites covering the event (keep in mind that most of our database is very much games websites, there are plenty of General Interest media that we don’t track properly).

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So, looking at the past 3 years, we can see that in every language, there were more articles last year than in the 2016 edition. It all makes sense. The year-on-year drop can be more or less drastic depending on the language. In French and German,  it goes below the 2014 level for instance. But looking at the number of unique websites covering gamescom in English, there is a significant growth over the past 3 years, to the point that they are actually more websites in English covering gamescom, than German ones (again, in our sample).

English media were probably a bit behind the other ones in taking into account gamescom as a major industry event. It seems that this year, they have caught up, and they have increased their coverage of the event considerably. That’s impressive considering that it happened without the support of any major press conference.

 

Platforms

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Looking at the articles mentioning the platforms during the week of gamescom, the slight drop in articles on the Xbox One was to be expected with no press conference this year. The VR platforms all saw more coverage, with the PlayStation VR taking the spotlight this year.

What is really fascinating, is the significant uptake that the PlayStation 4 had. To put it in context, this is the coverage that the Playstation 4 and the Xbox One had over the past three gamescoms:

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This year was the best for the PS4 presence in the media since we started tracking the data. After looking more in depth, I don’t have one single explanation for this though, but I can offer the ones I have and some that were suggested to me:

  • PlayStation VR. We know that PSVR had a very significant effect, but in the best case, it can only account to half of the extra coverage.
  • Lack of Press Conferences. The absence of an Xbox press event meant that the attention bounced back to PlayStation from last year coverage. This is a good theory, especially when you consider the dominant position of PlayStation, even if the drop of the Xbox coverage, all things considered, is not that significant.
  • Natural growth of gamescom coverage. We saw the significant bump in the English media covering gamescom, there might be a side effect here where that benefited PlayStation in some ways. As we are looking at two different data sets, there might be a growth of the PlayStation coverage from the additional visibility that doesn’t necessarily mention gamescom.
  • Specific games. There are few games that seem to emerge supporting this theory. There is a little bit of extra coverage thanks to No Man’s Sky, and there is also some coverage specifically discussing Titanfall 2 coming to PlayStation 4 after the exclusivity of the first iteration on Xbox One. But in both cases, this seems very limited in volume.

For the sake of completion, here are a few things we know are not related to the increase:

  • PlayStation 4 Slim edition. The rumours only started to show up online in a significant way on the last day of gamescom, a Sunday, and the volume is quite low.
  • PlayStation Now coming to PC. The announcements (and its coverage) only started the following week.

If you have another theory, please let me know on Twitter, I am quite keen to hear your ideas as I might have missed something obvious here. For the moment, I think this is a combination of those factors that took PlayStation to its excellent media coverage this year.

Comparing E3 and gamescom

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This year’s E3 saw very strong media coverage across the different platforms. In the case of the PlayStation 4, the growth in the media coverage at gamescom (+36% from last year) is triple the one it had at E3 (+12% from last year). For the Xbox One, we see a slight drop at gamescom (-8% from last year) against a significant growth at E3 (+21% from last year). It has to be noted that Microsoft presence at this year’s gamescom was quite timid. Its booth was significantly smaller than the previous year from what I could tell (couldn’t find a proper floor plan of the consumer halls), especially compared to Sony’s (it was probably 6 to 8 times bigger).

It seems to me that Microsoft backed out of gamescom more strongly than Sony, and the discrepancy in the media coverage is showing it.

On the other platforms, I want to specifically mention the Oculus Rift. Year-on-Year, its E3 media coverage increased +18% against a +95% increase for its gamescom coverage. In both cases, the device is now available compared to the previous year, but Oculus seems to have managed to come across to the media at gamescom much more efficiently than the previous year, with media coverage at the same level as its E3 coverage.

Games

Again, I picked the top 30 games in terms of coverage during the week of gamescom.

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A few things that stood out for me:

  • Pokemon Go and No Man’s Sky both are here despite having no specific announcement at gamescom. They just happen to be the hype-of-the-month, and it is as such a scale that they both take the top spots.
  • Final Fantasy 15 is the third most mentioned game, but only partly because of its gamescom presence. The announcement of the delay early in the week is a significant part of the coverage of the game (and by far the biggest beat the game received).
  • Overwatch had the double effect of announcing (and showing) a new map at gamescom AND the release of one of animated short movie (and an excellent one)
  • Call of Duty PR machine is losing hard to its Battlefield nemesis this year. Also, very interesting to see that Titanfall 2 is also doing very well media wise.
  • Little Nightmares was incredibly well covered for a game of that profile.

 

Concluding thoughts

I find the results of this year’s analysis are fascinating. I was going into it expecting to see some decline due to the lack of the big press events to support the media attention. And while there has been a decline in the total coverage mentioning gamescom, it was not drastic, and as far as the media attention on key game platforms, it certainly was a good week.

It seems that the event has grown to the point of developing an autonomy from the big press-only conferences, and has enough interest on site to stay relevant without them. Of course, all the key industry actors were there, and still supporting it, but until we see an exodus of such companies, gamescom seems to be now well and strongly positioned to be the most relevant game event in Europe when it comes to media, and is probably only second to E3 in the world.

 

Take notes for next year, and remember that the dates have changed again. It will at the same time of the year, but happening from Tuesday to Saturday instead of the traditional Wednesday to Sunday it has been at for years.

Today, we are releasing two new reports, both available from our website. These are our first public reports built using the data gathered using our media monitor and you can probably expect more like these two in the future.

The first report, which is free (you can make a donation when you get it on Gumroad, if you do, we won’t mind), is a look at the overall landscape of those media that are dedicated to video games.

The second report, which is not free, is a deeper and more specific look at video games media and their coverage of VR, focusing on the key platforms (Oculus Rift, HTC Vive and PlayStation VR), the mist VR-friendly media, and the key VR games that were covered.

Rather than describing them, let me share some of the findings of the reports.

Video Games Media Landscape

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One of the things the report looks specifically at is the coverage received by the major gaming platforms over a year.

There are two things we considered when looking at the relative media presence of those platforms.

First, the percentage of websites that mentioned the platform at all.

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There are two very clear leaders, with both Xbox and PlayStation having 95+% of the games websites mentioning them. The main consoles are so ubiquitous that it is surprising that they aren’t at 100%, to be honest. But you have to account for PC-only media as well, and they are unlikely to have much coverage of the consoles.

More surprising is how Steam, which is not a platform that has a very pro-active communication strategy, still has 90% of the websites mentioning it. This is ahead of the Nintendo platforms (Wii, Wii U, 3DS) standing at 86%.

Then, beyond the websites, we also looked at the volume of articles for each platform:

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If you are familiar to the blog, you won’t be surprised to see PlayStation ahead here. They have a very strong media presence, and they are constantly ahead of the other platforms in terms of media coverage. In terms of scale, that’s still 3 times the total number of articles mentioning the Nintendo brands, and almost 30% more than the volume of articles mentioning the Xbox brand.

Steam being behind matches with what we were referring to earlier, and the lack of a concerted communication strategy on the platform from Valve. Much of the coverage is inherited from studios and publishers launching their game on the platform, and without consideration for the brand presence.

 

One objective of the report is to provide some reference points in regards to how different the media from the different countries are a different from one another. We are able to put together this table to show what we called the “media affinity” for certain platforms based on the language of a website.

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One very interesting pattern is how French, Spanish and Italian media, all based in Mediterranean countries, have a stronger affinity to Nintendo platforms compared to websites in German or English.

This is not to be interpreted, for instance, French websites having more coverage on the Nintendo consoles than on the Xbox ones. But in proportion, French media are writing more articles on Nintendo than the German media. I think this is an important consideration – as this helps understand the different sensibilities of the different cultures when it comes to games platforms.

 

Here is another very telling example. Below are the top 10 games in terms of media coverage in English and in German, for the calendar year 2015, set at the same scale.

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We discussed in the past how The Witcher 3 was the most mentioned game of 2015, across all the languages we track. But in English it only came second, behind Fallout 4. In German, The Witcher 3 is the clear winner with a third more coverage than the second best game… Star Wars Battlefront!

Another interesting takeaway is the very strong media coverage in German for World of Warcraft. The game doesn’t make it to the top 10 in any other language. World of Warcraft had more articles in German than Metal Gear Solid 5 had in English.

We made the landscape report free to anyone, you just need to enter your email and ask for a download link. We wanted this report to serve as a foundation for other reports we are writing, and making it free allows us to use it as a reference points across different things we are building.

Virtual Reality in games media

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Our second report is more in-depth, is not free, and is looking into the media coverage of one of this year’s strongest trends, Virtual Reality. This report is also covering a full 12 months of coverage, from May 2015 to April 2016.

One of our findings was done by looking at the ratio of websites that covered VR in some way, compared to the ones that didn’t cover the topic at all.

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The criteria being very generous (any mention of VR or a VR related device), we were expecting very high percentages. We found two things we didn’t expect:

  • 100% of the English websites we track mentioned VR in a way or another during the 12 months period. It is very unusual to have such a perfect score, especially considering the tool has it own flaws, and it would tend more towards missing mentions rather than finding false positives. VR as a topic for video games English media is there and is very strong.
  • More than 25% of both French and German media didn’t cover VR in any way during the period. That’s significantly behind the average observed, especially considering the very generous criteria we used there.

Looking at the volume of content shows another different trend.

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VR as a topic is incredibly weak among the French video games media. They saw fewer articles than in any other languages. While the percentage of German media covering media is the lowest, the ones that did cover VR wrote more than 6,000 articles referring to it. This is still a lot lower than the total number of games articles in English and highlights the fact that, at the  moment, VR as a topic for video games media is a higher priority for English media than for the others studied.

We put together a formula called “VR Media Impact” to help us identify the most enthusiastic and influential websites about VR. We took into account the number of articles about VR and the popularity of the websites (based on its Alexa ranking):

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There is a clear majority of English websites (and lack of French media), but tellingly, the top 2 media are dedicated to VR. For them to appear here is not only based on the fact they have written a lot on the topic, but also speaks to the fact that they managed to build an audience and have a strong enough following.

The report has more detailed ranking for each language if you are involved in the VR scene and would like to see more.

Lastly, I wanted to show how the coverage for the key 3 VR HMDs (Head Mounted Devices) has evolved over those 12 months.

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All 3 platforms are trending towards more coverage overall. However, while Oculus is leading the way most months, it is slowly losing its lead. Playstation VR secured more coverage in March 2016, where it announced its release date and pricing, showing promise for when it releases towards the end of the year.

It is also very interesting to note the slow but steady growth of the HTC Vive media coverage. The lead in brand awareness that Oculus built over the years probably helped in getting good coverage for the important announcement, but the HTC Vive is now catching up to it, with the media at least.

 

Free Report £200

 

 

Currently there is no way to miss Pokémon Go. In its short lifetime, the game is breaking records left and right like being the biggest mobile game in the US ever or attracting more users than services like Twitter or Tinder.

We looked into our coverage tracking tool (more info on the tracking method here) to see how well Pokémon Go is doing in terms of press coverage. To make the coverage of the only recently released title comparable to other games we looked at data from the last three years and picked the highest performing week in terms of number of articles for each title (technically, the best 7 consecutive days).

In the graph below you can see that Pokémon Go managed to get by far the most articles on it’s highest performing week.
graph_01 One of the main reasons Pokémon Go was able to achieve such a high amount of coverage is the fact that many general interest websites and gaming websites currently cover the game with several articles a day.

This makes sense as the appetite for Pokémon Go coverage is remarkable at the moment. For instance, Game Network (a publishing house hosting some of the biggest gaming sites in the world including Eurogamer, VG247 and Rock Paper Shotgun) noted that they had their biggest traffic day so far thanks to Pokémon Go:

And Kotaku’s Keza MacDonald stated that Pokémon Go articles see outstanding traffic numbers, with over half a million clicks at least per article, making it “considerably bigger than E3”:

In short: there seems to be no game in the last three years that managed to generate nearly as many articles per day as Pokémon Go.

Of course this only shows a snapshot of the media coverage for the games listed. While Pokémon Go had an impressive start, games like Overwatch manage to keep up media buzz over a long period of time.

Even so, looking at the coverage from Pokémon Go, Fallout 4, Overwatch and Zelda: Breath of the Wild over a longer period of time (June 2015 to July 2016) it became apparent that Pokémon Go has an impressive head start. It even even stacks up well against Fallout 4 which saw outstanding coverage numbers and is internally our benchmark to see how much coverage it is possible for a game to get. For the overview graph we also highlighted the biggest news beats where possible. Some titles like Overwatch didn’t see one particularly strong communication topic but rather saw a very high amount of coverage from a mix of sources.

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What makes the extremely high number of Pokémon Go articles even more impressive is the setup of the game: Whereas Fallout 4 perfectly orchestrated a genius PR coup last year by revealing and extensively showing the game just a day before E3 started, with press and players already eager for news, Pokémon Go was simply released in a few countries without any event, fancy videos or much fanfare.

I will offer some extra food for thoughts for you as you ponder the cheer scale of the coverage that Pokémon Go has received recently. The below graphs shows the repartition of the recent coverage for both Overwatch and Pokémon Go based on the type of media:

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Our tools have been built around media outlets that cover video games. In terms of the media that we properly track, I am very confident in regards to what we consider “games” media. However, there are plenty of “general interest” media that we are missing, because they focus much more on local news and have historically mentioned video games only anecdotally (if ever). I believe that what we see in our tools, while probably fairly accurate and representative for most video games, is missing many of those media from our data set.

This would mean that despite being so overwhelmingly dominant already, it is actually strongly under-representing the actual media coverage of Pokémon Go.

While it’s hard to predict how the Pokémon Go hype will develop over the next couple of days, it is already clear that it’s the strongest covered Nintendo title in years and it will almost certainly be the most covered game of 2016.

 

Nota bene: many thanks to Thomas Reisenegger for putting together most of the elements of the article.