What's interesting to me about those articles from gaming media about the EGS numbers is how everyone of them focuses on the one metric that went up compared to 2019, the users number, but flatly ignore to tell people how revenue is nearly completely flat. It's not simply a case of being poorly researched, it's actively hiding information that could be seen as negative in anyway. Only one article, and from wccftech of all places, bothers to openly talk about that.
In addition, not one, aside from RPS, talks about these numbers in the context of Epics model of paying huge sums for exclusive games and freebies, and how little this does to make the rest of the store interesting for normal users who likely already have all they want from an actual storefront on Steam and other places. And especially good to also mention places like itch.io who actually provide a place for indies that otherwise wouldn't get featured anywhere else.
Most of these sites are American or from the UK, and what's always bothered me about news reporting there (even when we consider proper journalistic outlets) is this weird fascination with being "unbiased" to the point of ignoring the truth. I think for many of these gaming "journalists" it's similar. Epic tells them something about how they are the underdog (you know, an underdog that can afford to spend billions to manipulate the gaming market) and they lap it up. The small, valiant EGS fighting against the behemoth Steam. That's the story they all want to push, and especially when they see how many people flatly don't care about EGS, they want that story even more so. Who cares if we have to ignore basically all relevant numbers and the context of who Epic Games actually is. Nothing gets in the way of chasing the unicorn of unbiased reporting.