Market (Overall)·Updated Mar 17, 2026 by Fandom
Report · January 1, 2024
Published by Fandom
The 2024 Inside Gaming analysis reveals that video games have evolved into a primary medium for identity formation and self-expression, surpassing traditional motivations like competition or time-killing. Based on a global survey of 5,000 entertainment and gaming consumers alongside proprietary first-party data, the findings indicate that 46% of players now prioritize creation and imagination as their primary reason for gaming, marking a 10% year-over-year increase. This shift is driving significant engagement, as players who view gaming as a platform for authenticity are 30% more likely to increase their playtime compared to previous years. The data highlights a profound psychological disconnect between players' digital and physical lives, with 80% of respondents stating their gaming personality differs from their real-life persona. Furthermore, 64% of gamers find it easier to be themselves with a controller in hand than in person. This desire for authenticity is reflected in gameplay preferences, where 76% of players utilize character personalization and 48% focus on unique gamertags to express themselves. Games that facilitate this expression through in-game customization, vast open worlds, and constant updates see 60% higher engagement than industry norms, a trend exemplified by titles such as Roblox, Fortnite, and The Sims. There is a significant commercial opportunity for brands to bridge the gap between virtual and physical identities. Nearly half of all players express a desire for their real-life presence to mirror their gaming presence, particularly regarding physical appearance and skill sets. This sentiment is especially strong among marginalized and younger demographics, including women, non-binary individuals, and multicultural players. Consequently, 72% of consumers report they would view brands more favorably if those companies helped them translate their gaming-inspired self-expression into the real world through products, skills, or lifestyle alignments.
# THE 2024 INSIDE GAMING REPORT OVERVIEW & METHODOLOGY # OVERVIEW From character customization to cosplay and content creation, video games have taken on an important role in helping players efine and express their identity - nearly two thirds of gamers claim t’s easier to be themselves with a controller in their hands. We'll review Inside Gaming 2024, which studies the growing significance f gaming as a canvas for self-expression and authenticity and xplores how brands can tap into this consumer motivation to help amers bring the best version of themselves into the real world. # METHODOLOGY - ➔ Survey of 5,000 entertainment and gaming globally - ➔ Analysis of Fandom’s proprietary, first-party data from 2024
# While all of those are true…. Top Reasons Why People Game Unwind & Stress Relief 54% Creation, Imagination & Self-Expression 46% Achievement & Rank 40% Social Connection & Community 39% To Escape 37% Challenge 33% To Kill Time 31% Exploration 31% Intellectual Stimulation 20% Competition 18% Control & Ownership 10% +10% INCREASE YOY
# Gaming for Self-Expression is Fueling Growth in Gaming Players who look at gaming as a place that allows them to be their true self are # +30% more likely to want to spend more time gaming than in previous years
# Games that enable self expression # IN-GAME PERSONALIZATIONS Allows players to become creators, fostering a sense of ownership and community # VAST OPEN-WORLDS Offers endless exploration and discovery, making every player’s journey unique # CONSTANT UPDATES Keep the game dynamic and maintain player interest over time # 78% of Fandom’s top 50 games align with at least 1 of these criteria # +60% higher engagement compared to Fandom gaming norms ROBLOX FORTNITE ASiMS STARDEW VALEY
# 69% claim self-expression through gameplay is a more active decision now than ever before Top-5 in-game customizations players use for self-expression? - Character Personalization 76% - Gamertags & Usernames 48% - Gamer Communication 35% - Signatures & Emblems 31% - Emotions & Gestures 30%
# There is a Big Gap Between Who People Are When GAMING VS. IRL # 80% claim that their gamer personality is different than their IRL personality # 64% think it is easier to be themselves online than in person
The global gaming industry is undergoing a transformative shift into a primary mass medium, projected to reach 3.5 billion players and $225 billion in revenue by 2025. This evolution is characterized by gaming’s role as a central pillar of culture and social connection, with over a third of players utilizing the medium specifically for socialization. Analysis across 21 global markets reveals that gamers are highly engaged "super-consumers" who spend nearly 60 hours a week across television and internet platforms, making them a critical demographic for brand attention. To effectively reach this audience, the industry must move beyond traditional demographic stereotypes and adopt a motivation-based segmentation. This approach identifies six distinct player types, allowing for more authentic engagement. However, a significant gap remains between the diverse player base and the industry’s internal demographics, which remain predominantly male and white. Prioritizing equity, inclusion, and accessibility is essential for future growth, as evidenced by the commercial success of titles that prioritize inclusive design and representation. Successful brand integration requires a departure from standard advertising in favor of intrinsic in-game experiences and value-driven partnerships. Strategies such as gamified commerce, immersive virtual events, and the utilization of original intellectual property yield higher attention and recall rates than traditional social media formats. By fostering mutually beneficial relationships and respecting established gaming codes, brands can leverage the medium not just for visibility, but as a sophisticated tool for long-term community building and commercial innovation.
Gaming has evolved into a horizontal cultural layer encompassing 3.4 billion global players who utilize interactive platforms to build identity and community. Despite this massive reach, the sector currently receives less than 5% of global media investment, representing a significant disconnect between consumer attention and advertising spend. The industry is increasingly defined by transmedia expansion and social connectivity, particularly among Gen Z audiences who prioritize platforms like Roblox and Discord for brand discovery and social interaction. Success in this landscape requires a strategic shift from isolated sponsorships toward full-funnel integrations that align with specific player motivations, including relaxation, achievement, and immersion. The shift toward non-intrusive brand integration utilizes high-impact formats such as rewarded video and custom in-game partnerships to secure superior video completion rates and brand recall. Immersive strategies drive substantial consumer consideration, with 55% of players expressing interest in branded virtual items. Furthermore, custom experiences within gaming environments can yield up to 100x higher attention levels than traditional social media. Case studies involving major titles like Genshin Impact demonstrate that blending digital fandom with real-world value can result in triple-digit sales growth and heightened community engagement. As a full-funnel engine, gaming integrations now produce measurable lifts in awareness and consideration through interactive campaigns. Data indicates that gamified loyalty programs can increase purchase rates by 12% and guest spend by 64%, while in-game commerce on platforms like Roblox generates significant revenue for developers. Looking ahead, the industry trajectory is shaped by the expansion of cloud gaming and highly anticipated hardware and software launches, such as the Nintendo Switch 2 and Grand Theft Auto VI. These developments reinforce gaming's role as a primary driver of modern media consumption and commercial conversion.
The 2024 Level Up report, a collaborative analysis by Comscore and Anzu, examines the evolving landscape of the U.S. gaming market and the expanding opportunities for brand integration. The study defines gamers as adults aged 18 to 65 who play multiple times a week, revealing that 62% of the U.S. adult population fits this criteria. A significant finding is the high level of cross-platform engagement; 77% of gamers utilize more than one device, while 40% play across all platforms, including PC, console, and mobile. The data highlights distinct consumer behaviors based on platform preference. Console gamers demonstrate the highest willingness to pay for content, with 37% prepared to spend over $60 on a single title. In contrast, 32% of mobile-only gamers prefer free-to-play models. Genre preferences also vary by hardware, with PC players favoring first-person shooters and RPGs, while console players show a strong affinity for action-adventure and sports titles. From an advertising perspective, the report concludes that gaming is no longer a niche silo but a mainstream medium with high receptivity to marketing. Approximately two-thirds of gamers view in-game advertisements as having a positive or neutral impact on their experience. Specifically, 34% of respondents believe product placement enhances realism, and 45% express a preference for rewarded ad formats. Case studies, such as Tommy Hilfiger’s campaign, demonstrate the efficacy of these strategies, showing a 20-point lift in brand favorability and a 23-point increase in purchase intent. The report emphasizes that the partnership between Comscore and Anzu now allows for more precise measurement of the incremental reach provided by intrinsic in-game advertising.
Gaming has evolved into a multi-dimensional entertainment ecosystem where traditional play is no longer the sole driver of engagement. Findings indicate that 79% of the global online population are game enthusiasts, participating through playing, viewing content, or socializing in virtual worlds. This shift is most pronounced among younger generations; for Gen Alpha, gaming has surpassed social media and streaming video as the primary source of entertainment. The research highlights a significant trend toward the "metaverse," with 75% of players and 44% of non-players engaging in game worlds for social interaction without playing the core game. This high level of engagement translates into substantial economic impact, with consumer spending in the sector projected to exceed $200 billion in 2023. Approximately half of Gen Alpha, Gen Z, and Millennial gamers are already classified as payers, a figure expected to rise as younger cohorts gain independent purchasing power. Data suggests that gamers are a highly receptive audience for brands, exhibiting 36% more positive attitudes toward brand messaging compared to non-players. However, the diversity of the audience necessitates a nuanced approach. Using proprietary segmentation, the analysis shows that while older generations often act as "Time Fillers," younger audiences are more likely to be "Ultimate Gamers" or "All-Round Enthusiasts." Even within the same genre, such as Battle Royale, player demographics and motivations vary significantly between titles like Fortnite and Apex Legends, affecting their preferences for products like energy drinks or alcohol. The findings are based on a 2022 study utilizing Computer Assisted Web Interviewing (CAWI) with a representative sample of 75,930 respondents. The scope covers 36 global markets across North America, Europe, Latin America, and Asia-Pacific, targeting the online population aged 10 to 65. Additional sentiment studies on the metaverse and blockchain gaming supplement the core consumer data.