eSports & Streaming·Updated Mar 17, 2026 by Newzoo
Report · January 1, 2022
Published by Newzoo
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.
Newzoo’s Consumer Insights Games & Esports 2022
© Newzoo 2022 Gaming is among the world’s biggest entertainment and media platforms Gaming is already one of the world’s most popular pastimes, and consumers are engaging with games and gaming platforms in more ways than ever before. Now more multi-dimensional and diverse than ever, gamers are no longer just playing games or watching gameplay videos online. Being part of gaming communities, following influencers and streamers, socializing in virtual game worlds, watching TV shows based on gaming IP, and buying gaming-related clothing and merchandise are also vital components of the fun. With emerging technologies and the growing metaverse trend, gaming is edging further into virtual spaces that empower entertainment and social interaction. It is blurring the lines between traditional and contemporary forms of media. An in-depth understanding of the complex gaming landscape is crucial to identify the most valuable opportunities gaming audiences have to offer. This understanding is not only important for game publishers and developers but also for any company wanting to reach and authentically engage with the broadest and most diverse subset of the world’s population. Newzoo’s Consumer Insights - Games & Esports is the world’s most comprehensive consumer research on gaming audiences and gaming behavior providing valuable insights into the global gaming landscape in 36 markets. , Head of Consumer Insights Newzoo
Methodology & Definitions Key Insights Gaming is Among the Biggest Entertainment Platforms Gaming Goes Beyond Playing Gamers are Attractive Target for Brands with the Right Message TABLE OF CONTENTS
© Newzoo 2022 Newzoo’s Consumer Insights Games & Esports 4 Computer Assisted Web Interviewing (CAWI) February 2022 – April 2022 Representative sample of the online population aged 10- 65/10-50 (regional coverage and age scope differs by market). 75,930 respondents across 36 countries/markets. Per country/market, approx. 2,000 respondents, 3,000 for the United States and China, and 1,500 for Egypt, Saudi Arabia, and United Arabic Emirates. • Gen Alpha (born 2010 or later / 10-12 y.o.) • Gen Z (born 1995-2009 / 13-27 y.o.) • Millennials (born 1981-1994/28-41 y.o.) • Gen X (born 1965-1980 / 42-53 y.o.) • Baby Boomers (born 1946-1965 / 54-65 y.o.) Population that has access to a stable/active internet connection. Consumers who engage with gaming through playing, viewing, owning, and/or social behavior. Those who have played video games on a PC, console, or mobile in the past 6 months. Past 6 months players who, on average, spend money on a monthly basis on games on a PC, console, or mobile device. Spending money includes gifts, downloadable content, subscriptions, and other micro-transactions. Those who watched live-streamed or pre-recorded gaming video content in the past 12 months (incl. esports). (=Gaming video content viewers) United States, Canada United Kingdom, Germany, France, Spain, Italy, Russia, Poland, Netherlands, Belgium, Sweden, Finland, Turkey, Egypt, Saudi Arabia, United Arab Emirates, South Africa Mexico, Brazil, Argentina, Chile, Colombia Australia, New Zealand, China, Japan, South Korea, Thailand, Taiwan, Indonesia, Vietnam, Malaysia, Philippines, Singapore, India. Consumer Insights Games & Esports 2022 methodology
© Newzoo 2022 5 With every new generation, gaming becomes a bigger and more important part of daily life. In fact, games are now the #1 source of entertainment among Gen Alpha–that’s more than social networking, streaming movies/series, and watching broadcast TV. Gaming’s role in people’s leisure time isn’t the only thing that’s growing; game-related spending is also on the up. About half of Millennials, Gen Z, and Gen Alpha spend money on games. To that end, consumer spending via games will generate more than $200 billion in 2023 alone. What it means to “game” continues to expand far beyond the traditional playing. Those who engage with games to play are now in the minority. Around 28% of the online population is already engaging with games across playing, viewing, and other forms of engagement like online communities, podcasts, in-person events, and more). The growth of gaming’s social aspects are one of the catalysts that opened the door for the metaverse trend. Three-quarters of players sometimes spend time together in game worlds without actually playing the main game, compared to 44% of non-players. While games have become mainstream, the audience engaging with them have become increasingly diverse. As such, a one-size-fits-all approach to connecting with gamers is no longer effective. The competition for gamers’ attention is becoming increasingly fierce as more companies enter the arena. Yet, the more positive attitudes players have towards brands (vs. non-players) makes them an attractive target. Diving deeper into the behavior, demographics, and preferences of gamers can ensure your brand cuts through the noise and resonates with the right audience. 1 2 3 of Gen Alpha engage with games and games content (= Games Enthusiasts) Attitudes toward brands are on average 36% higher among players than non-players 1Among a selected sub-set of 13 brands of players sometimes get together in games without playing the main game
© Newzoo 2022
Gaming has evolved into a multi-dimensional entertainment ecosystem that extends far beyond traditional play, encompassing viewing, socializing, and content creation. Research conducted between February and April 2022 across 36 global markets reveals that 79% of the online population are game enthusiasts. This engagement is most profound among younger generations; for Gen Alpha, gaming has surpassed social media and streaming as the primary source of entertainment. The study utilized a representative sample of 75,930 respondents aged 10 to 65 to analyze behaviors across five distinct generational cohorts. Data indicates that gaming is increasingly a platform for social connection, with 75% of players engaging in game worlds for social purposes without playing the primary game. This trend is a significant driver of the emerging metaverse. Financial engagement is also high, with approximately half of Gen Alpha, Gen Z, and Millennials spending money on games. Total consumer spending in the sector was projected to exceed $200 billion in 2023. Furthermore, the rise of blockchain gaming and play-to-earn models shows significant future potential, with 34% of players in the United States expressing interest in these technologies. The findings emphasize that gamers are a highly attractive demographic for brands, as players generally hold 36% more positive attitudes toward brands compared to non-players. However, the diversity of the audience necessitates a nuanced approach to engagement. Using a proprietary segmentation model, the research identifies various personas ranging from Ultimate Gamers to Time Fillers. For instance, while both Apex Legends and Fortnite are battle royale titles, their player bases differ significantly in age, gender, and brand preferences, illustrating that effective marketing requires deep insights into specific game communities and generational motivations.
This analysis examines the gaming behaviors and preferences of Gen Alpha (ages 10-12) and Gen Z (ages 13-27), positioning these cohorts as the primary drivers of the industry's future. The central thesis asserts that for these younger generations, gaming has evolved beyond a mere pastime into a ubiquitous "lifestyle" platform that fulfills fundamental needs for socialization, self-expression, and immersion. This shift is characterized by high engagement across multiple dimensions, including playing, viewing content, and participating in virtual social communities. Key findings indicate that 90% of Gen Alpha and Gen Z are "game enthusiasts," significantly higher than the 79% found in the total online population. These groups invest a substantial portion of their leisure time in gaming; it is the top entertainment source for Gen Alpha and a top-three source for Gen Z, rivaling social networks and streaming. Socialization is a critical driver, with 70% of Gen Z expressing interest in using game worlds for social gatherings beyond active gameplay, such as attending virtual parties or watching movies. This behavior suggests these generations will be the primary catalysts for metaverse adoption. Economic engagement is also high, with 52% of Gen Alpha and Gen Z spending money on games, compared to 42% of the general population. Mobile is the leading platform for both play and spend, though Gen Alpha shows a unique affinity for consoles driven by franchises like Fortnite and Mario. The primary motivators for spending include unlocking exclusive playable content and personalizing the in-game experience through virtual goods like currencies and gear. The data is derived from Newzoo’s 2022 Global Gamer Research, utilizing Computer Assisted Web Interviewing (CAWI) conducted between February and April 2022. The study features a representative sample of 75,930 respondents across 36 global markets, covering North America, Europe, MEA, Latin America, and Asia-Pacific.
Gaming engagement in 2023 has evolved into a multidimensional experience that extends far beyond active play to include viewing, socializing, and content creation. Data indicates that 79% of the total online population are game enthusiasts, with over half of all consumers engaging with games in more than one way. This trend is most pronounced among younger generations; 94% of Gen Alpha and 90% of Gen Z are classified as enthusiasts, frequently participating in "other" engagement activities like visiting online gaming communities or attending conventions. The research highlights a significant shift toward multi-platform play, with 47% of gamers utilizing at least two platforms. A particularly high-value cohort, "tri-platform players" (15% of the player base), averages over 11 hours of play per week and shows a high propensity for spending, with 85% having made in-game purchases in the last six months. While mobile remains the most accessible entry point due to low hardware barriers, console gaming maintains the highest player-to-payer conversion rate, driven by subscriptions and pay-to-play models. Across all platforms, 57% of players are payers, motivated primarily by special offers and the desire to unlock exclusive content or customization options. Gaming platforms have also emerged as powerful marketing channels. Approximately 50% of players and viewers report discovering new brands through gaming, and players generally hold more positive attitudes toward brands—particularly in the sports, beverage, and technology sectors—compared to non-players. This analysis is based on Newzoo’s 2023 Global Gamer Study, which utilized Computer-Assisted Web Interviewing (CAWI) between February and May 2023. The methodology involved a representative sample of 74,295 respondents aged 10 to 65 across 36 global markets, covering North America, Europe, MEA, Latin America, and Asia-Pacific.
This analysis examines global consumer engagement with video games, drawing on data from over 73,000 surveyed individuals across 36 markets. The findings reveal that gaming has become a dominant pillar of modern entertainment, with 80% of the total online population playing games and 85% engaging with the medium through playing, viewing content, or participating in social communities. Engagement is highest among younger demographics; over 90% of Gen Alpha and Gen Z consumers are game enthusiasts, with Gen Alpha notably spending more time on gaming (5.2 hours per week) than on social media. The data highlights a significant shift in how different generations and genders interact with the medium. While Adventure is the top genre for Gen Alpha, Gen Z, and Millennials, younger female players are increasingly likely to invest in pay-to-play titles, challenging traditional industry stereotypes. On PC and console platforms, players are motivated primarily by vast open worlds and deep storytelling. These platforms also attract higher-spending audiences compared to mobile; 22% of console players spend more than $25 per month, and over half are classified as medium-to-high spenders. Despite a market where a small number of established franchises capture the majority of playtime, a vital segment of "new game seekers" remains. Approximately 31% of PC and console players actively hunt for trending titles. This cohort is highly valuable, as 80% of them spend money on games monthly and they are 50% more engaged than the average player. Geographically, this appetite for new experiences is strongest in emerging markets like China, India, and Saudi Arabia, while more mature markets like Japan and Western Europe show more conservative play patterns. The findings suggest that success in a competitive landscape requires moving beyond playable experiences to engage consumers across multiple dimensions, including social media, creator content, and transmedia brands.