Applications
Nielsen US launches video game measurement service
MUMBAI: Nielsen has launched Nielsen GamePlay Metrics which electronically tracks video game console usage and games played on PCs. According to its data, Sony‘s PlayStation 2 accounted for 42 per cent of video game console usage during June in the US and PC gamers played World of Warcraft more than four times as much as any other PC game. 68.1 million individuals used a video game console in June, playing an average of 7.5 days during the month. On the days they played, Xbox 360 users logged an average of 2.2 sessions, with an average session length of 61 minutes. In contrast, PlayStation 3 users‘ logged an average of 1.9 sessions, with an average session length of 83 minutes, on the days they played. Nielsen Games and Nielsen Wireless VP Jeff Herrmann says, “With Nielsen GamePlay Metrics, we have significantly advanced the understanding of how video game consoles are used and which games are actually being played. “This is the first glimpse of metered in-home video game player data, providing game publishers, console manufacturers, advertisers and competing entertainment media with the most accurate, objective, and quantifiable metric available. We believe this will change the discussions surrounding which games get developed for what consoles and how publishers represent their actual audience to advertisers.” Nielsen GamePlay Metrics provides electronic ratings and proprietary survey data to show who is playing games, on which systems, at what times and, when integrated with other Nielsen data, illustrates which other media platforms are also engaging gamers and which consumer goods they‘re likely to buy. Ultimately, GamePlay Metrics will establish a metric that can be used for buying and selling dynamic and static advertisements in PC and console video games. World of Warcraft from Blizzard Entertainment was the most played PC game in June, according to Nielsen‘s GamePlay Metrics, outranking the next most-played game by four times. In addition to World of Warcraft, the top five PC games for June included Halo: Combat Evolved and Halo 2 from Microsoft Game Studios, The Sims from Electronic Arts and RuneScape from Jagex. Legacy blockbuster franchises with strong customisable communities (“modders”) like Grand Theft Auto and Counter-Strike rounded out the top 10. Nielsen GamePlay Metrics is built upon the same data collection infrastructure as Nielsen‘s TV ratings system, and can derive in-depth information about console gamers and their households.
Applications
With 57 per cent single new users, Ashley Madison rebrands as discreet dating platform
Platform says majority of new members now identify as single
INDIA: Ashley Madison is shedding the “married-dating” label that defined it for two decades, repositioning itself as a platform for discreet dating in what it calls the post-social media age.
The rebrand, unveiled in India on 27 February, 2026, marks a structural shift in business model and identity. Once synonymous with married dating, the company now describes itself as the “premier destination for discreet dating” under a new tagline: Where Desire Meets Discretion.
The pivot is data-driven. Internal figures show that 57 per cent of global sign-ups between 1 January and 31 December, 2025 identified as single: a notable departure from the platform’s married core. The company argues that its community has already evolved beyond its original positioning.
“In an age where our lives have been constantly put on public display, privacy has become the new luxury,” said Ashley Madison chief strategy officer Paul Keable. He framed the platform’s offering as “ethical discretion” for singles, separated, divorced and non-monogamous users seeking private connections.
The shift also taps into wider digital fatigue. A global survey conducted by YouGov for Ashley Madison, covering 13,071 adults across Australia, Brazil, Canada, Germany, India, Italy, Mexico, Spain, Switzerland, the UK and the US, found mounting discomfort with hyper-public online lives.
Among dating app users, 30 per cent cited constant swiping and messaging as a source of fatigue, while 24 per cent pointed to pressure to curate public-facing profiles and early personal disclosure. Some 27 per cent said fears of screenshots or information being shared contributed to exhaustion; an equal share cited unwanted attention.
The retreat from oversharing appears broader. According to the survey, 46 per cent of adults actively try to keep most aspects of their life private online. Only 8 per cent feel comfortable sharing most aspects publicly, while 35 per cent say they are becoming more selective about what they disclose.
Ashley Madison is betting that this cultural recalibration towards controlled visibility can be monetised. By doubling down on privacy infrastructure and reframing itself around discretion rather than infidelity, the company is attempting to convert reputational baggage into a premium proposition.








