Market (Overall)·Updated Mar 17, 2026 by Newzoo
Report · January 1, 2022
Published by Newzoo
The United Kingdom represents a major global gaming hub, ranking as the sixth-largest market by revenue and tenth by player population as of late 2022. Research conducted among the online population aged 10 to 65 indicates that gaming is a primary entertainment pillar in the region, with 71% of the population identifying as game enthusiasts. This engagement is split between active play and content viewership, with 36% of the population exclusively playing games and another 35% both playing and viewing gaming video content. The demographic profile of UK gamers is nearly balanced by gender, consisting of 52% male and 47% female players. While gaming spans all age groups, the 21-35 bracket is the most active. Motivation for play is driven primarily by the desire to unwind and relax, followed by the pursuit of achievement and social interaction. When categorized by persona, Time Fillers—those who play casually to pass the time—represent the largest segment, followed by Mainstream Gamers who engage deeply with both play and viewership. Platform preferences show that mobile gaming has the highest reach at 46%, followed by console at 41% and PC at 29%. However, PC and console players demonstrate higher average weekly time commitments compared to mobile users. Financial engagement is also significant, with 63% of players identified as payers. The primary driver for spending is the availability of sales or special offers, though social motivations, such as spending to play with friends or family, also influence purchasing behavior. The findings are based on a 2022 survey of 2,010 respondents in the United Kingdom, part of a broader global study covering 36 markets. The methodology utilizes a representative sample of the online population to track dozens of key performance indicators, including audience profiles, platform behavior, and monetization trends.
© Newzoo 2022 Consumer Insights – Games & Esports • Global coverage with • Dozens of KPIs including more than 200 variables capturing • surveyed on their gaming behavior and attitudes • , including funnel metrics and audience profiles • Easy-to-use access JAPAN MEXICO BRAZIL ARGENTINA CHILE COLOMBIA AUSTRALIA NEW ZEALAND CHINA INDIA SOUTH KOREA THAILAND TAIWAN INDONESIA VIETNAM MALAYSIA PHILIPPINES SINGAPORE POLAND UNITED STATES CANADA UNITED KINGDOM GERMANY FRANCE SPAIN ITALY RUSSIA SOUTH AFRICA NETHERLANDS BELGIUM SWEDEN FINLAND TÜRKIYE EGYPT SAUDI ARABIA UNITED ARAB EMIRATES Interested? Email us at:
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© Newzoo 2022 Welcome to our market insights report series! Gaming is among the world’s biggest entertainment and media platforms. 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. In each of these reports, we will dive into one of the markets covered in our Consumer Insights - Games & Esports research, which covers 36 diverse markets around the globe. This series of reports will include some high-level takeaways from this research along with insights taken from our Global Games Market Report and Newzoo Expert. The data contained in these reports is a snapshot of the much broader scope of data we cover on global gamers. Please contact us if you would like to learn more about Newzoo Consumer Insights – Games & Esports or any of the other products covered in this report. We hope you enjoy the report! , Head of Consumer Insights Newzoo
• Players and Revenues in 2022 • Gaming Engagement • Playing and Viewing Behavior • Gaming Persona Distribution • Demographics and Motivations to Play • Platform Play Behavior • Top Games & Genres • Payers and Paying Motivation • Looking for More Gamer Insights? • About Newzoo 7 8 9 10 11 12 13 14 15 17
© Newzoo 2022 in the world in the world Newzoo Global Games Market Report | November 2022 Market estimates and forecasts are included for markets/countries.
© Newzoo 2022 1 Game Enthusiasts are consumers who engage with gaming through playing, viewing, owning, and/or social behavior. 2 Other gaming engagement includes visiting online gaming communities, discussing video games with family and friends, listening to gaming podcasts, and attending large in-person gaming conventions. Consumer Insights – Games & Esports 2022 Total online population aged 10-65 (n=2,010)
France represents a significant gaming market, ranking seventh globally in terms of revenue and fifteenth in total player count as of 2022. The French gaming population is highly engaged, with 71% of the online population aged 10 to 65 identifying as game enthusiasts. While 38% of this group only plays games, a substantial 34% also views gaming video content, and 15% are classified as esports enthusiasts who watch professional competitive gaming at least once a month. The demographic profile of French players is nearly balanced by gender, consisting of 52% men and 48% women. The largest age cohort is the 21-35 bracket, representing 31% of the player base. In terms of behavior, Time Fillers and Mainstream Gamers are the most common personas. Time Fillers use games primarily to pass the time and show less interest in viewing content, whereas Mainstream Gamers are deeply invested in both playing and watching gaming media. Mobile is the most popular platform, utilized by 44% of the online population, followed by console at 41% and PC at 30%. Despite mobile's reach, PC players record the highest average weekly playtime at four hours and forty minutes. Monetization data indicates that 56% of French players are payers, driven primarily by value-based incentives such as sales or special offers. Other significant spending motivators include unlocking exclusive content and the desire to play with friends or family, underscoring the social nature of the market. This analysis is based on a 2022 survey of 2,080 online consumers in France, part of a broader global study covering 36 markets and over 75,000 respondents.
The United States represents the second-largest gaming market globally, generating $47.3 billion in revenue from a population of 191 million gamers. Research conducted in 2022 indicates that 72% of the American online population are game enthusiasts, a broad category encompassing those who play, watch, or socially engage with video games. While 71% of the population plays games, there is a significant overlap with viewership, as 44% of the population watches gaming video content and 18% engages with esports. The demographic profile of American gamers is nearly evenly split by gender, with 52% identifying as male and 47% as female. Engagement spans all age groups, though the 21-35 bracket is the most active at 35%. Player motivations are diverse, led by social interaction (37%), action (37%), and achievement (36%). While mobile is the most popular platform by reach, capturing 48% of players, console gaming commands the highest engagement time, averaging six hours per week. Economic engagement is high, with 49% of the online population spending money on games. The primary drivers for spending include the desire to play with friends or family, taking advantage of sales, and unlocking exclusive content. Popular titles like Fortnite, Grand Theft Auto V, and Call of Duty dominate the market, with shooters and adventure games ranking as the top genres by monthly active users. This data is derived from a 2022 consumer insights survey of 3,054 online respondents in the U.S., part of a broader global study covering 36 markets.
Brazil represents a significant force in the global gaming industry, ranking as the 10th largest market worldwide by revenue and 5th by total player count as of 2022. The region is characterized by high levels of engagement, with 80% of the online population identified as game enthusiasts. This engagement extends beyond play, as 60% of the audience both plays and watches gaming video content, while only 25% play without viewing. The demographic profile of Brazilian gamers is diverse, though it skews toward younger males. Approximately 51% of players are male and 48% are female, with the 21–35 age bracket forming the largest segment at 43%. Mobile gaming is the dominant platform, utilized by 60% of the gaming population, followed by console and PC at 31% and 30% respectively. Despite the prevalence of mobile, average weekly play times are consistent across platforms, ranging from roughly four and a half to five hours. Monetization trends indicate a healthy spending culture, with 43% of players classified as payers. The primary drivers for spending include unlocking exclusive playable content and personalizing in-game characters. Popular titles in the region include competitive and social games such as League of Legends, Fortnite, and Roblox. The findings are based on a survey of 2,063 active internet users aged 10–65 in residential developed areas of Brazil. The methodology utilizes a "Residential Developed Approach," ensuring the data is representative of the connected population within these specific geographic zones. The research was conducted by Newzoo as part of their 2022 Global Games Market Report and Consumer Insights series.
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.