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Report
13 pages
Video Games Europe Manifesto 2024-2029
The European video game sector grew by 16% between 2019 and 2024, reaching €24 billion in annual revenue and employing approximately 110,000 highly-skilled workers.
Between 2017 and 2022, the industry faced a significant regulatory burden consisting of 850 new EU obligations spanning over 5,000 pages of rules.
The PEGI age-rating system has successfully classified 40,000 titles across 40 countries, contributing to a 50% reduction in non-compliance penalties and a 20% decrease in energy-consumption violations.
Market Analysis
Player Demographics
Diversity & Inclusion
+1
Video Games Europe
Jan 2024
Report
6 pages
2024 Professional Gamer Workforce and Career Structure in Korea
South Korea’s professional e-sports workforce consists of 361 domestic players and 372 athletes competing in overseas leagues.
League of Legends is the dominant title for Korean professionals, accounting for 58 domestic players and 169 athletes competing internationally.
The professional player base is heavily concentrated in four domestic titles: League of Legends (58), Valorant (56), PUBG (54), and PUBG Mobile (48).
Market Analysis
Player Demographics
Salary
+2
KOCCA – Korea Creative Content Agency
Jan 2024
Report
44 pages
Global Games Market Report 2024
The global games market is projected to reach $187.7 billion in 2024, growing at a 3.1% CAGR to hit $213.3 billion by 2027.
PC gaming is the leading segment with $43.2 billion in 2024 revenue, while console market share is expected to rise to 30% due to the prevalence of cross-platform releases.
Total player count is forecast to reach 3.42 billion, a 4.5% year-over-year increase primarily driven by growth in PC adoption.
Market Analysis
Monetization
Player Demographics
+1
Newzoo
Jan 2024
Report
27 pages
Games Market Trends to Watch in 2024
The global games market is in a period of stabilization and recovery throughout 2024, supported by the growing install base of current-generation consoles like the PlayStation 5 and Xbox Series X|S.
Developers are increasingly pivoting back to premium, finite gaming experiences to counter the oversaturation of the live-service market.
Mobile developers are expanding to PC platforms to mitigate the impact of rising user acquisition costs and stricter privacy regulations.
Market Analysis
Market Forecast
Player Demographics
+1
Newzoo
Jan 2024
Report
5 pages
2024 Analysis of OTT Usage Patterns and Content Consumption in Korea
Cost is the primary driver for subscription churn, with 61% of users citing usage fees as the main reason for cancellation and 31% specifically noting fee increases.
Content scarcity is a major retention risk, as 51% of respondents cancel subscriptions due to a perceived lack of worthwhile content.
Domestic dramas (48%) and OTT-produced originals (45%) dominate the South Korean market, accounting for the vast majority of viewing share.
Market Analysis
South Korea
Streaming
+1
KOCCA – Korea Creative Content Agency
Jan 2024
Report
9 pages
Longitudinal Survey Report on Gaming Disorder: Japan
Increased weekly gaming hours serve as a significant predictor for higher gaming disorder scores, with standardized coefficients of .12 for elementary students and .11 for middle-school students.
Gaming hours and daily-life problems, such as disruptions to sleep and meals, create a negative feedback loop where each factor mutually reinforces the other.
Gaming disorder symptoms do not appear to influence or increase future weekly play time, suggesting that excessive play is the primary driver of disorder rather than a consequence of it.
Player Behavior
Player Demographics
Japan
+1
CESA – Computer Entertainment Supplier's Association
Jan 2024
Report
230 pages
Turkey Game Market 2022 Report
The Turkish gaming market experienced a significant revenue contraction in 2022, falling to $625 million from $1.2 billion in 2021 due to currency depreciation and reduced consumer purchasing power.
Despite the revenue decline, Istanbul remains a global investment hub, ranking second in Europe and fifth globally with over $424 million secured across gaming transactions in 2022.
The industry is projected to maintain a 24.1% compound annual growth rate through 2026, driven by a strategic shift toward mid-core, PC, and console development alongside AI and blockchain integration.
Market Analysis
Player Demographics
Investment
+1
Gaming in Turkey
Apr 2023
Report
68 pages
The 50-Plus Gamer of Today and Tomorrow
The 50-plus gaming population has reached 52.4 million individuals, with average weekly engagement increasing by over 40% since 2019 to 12 hours per week.
A high-engagement segment comprising 26% of the demographic—classified as Enthusiasts and Immersives—accounts for nearly 50% of total spending.
70% of gamers aged 50 and older believe gaming is essential for cognitive stimulation and healthy aging, yet 70% feel the industry treats them as an afterthought in design and marketing.
Player Demographics
Player Behavior
Mobile
+1
AARP
Apr 2023
Report
36 pages
A New Era of Engagement in Media & Entertainment
Gen Z now spends an average of 12.2 hours per week on video games and virtual worlds, surpassing the time they dedicate to traditional broadcast or subscription television.
Video games command a 72% active participation rate among US consumers, narrowing the volume gap with traditional media, which currently averages 17 hours of weekly consumption.
68% of Gen Z identify as digital creators, spending three times more hours on user-generated content than Gen X.
Market Analysis
Player Demographics
Player Behavior
+1
Newzoo
Jan 2023
Report
19 pages
European Key Facts 2023
The European video game sector generated €25.7 billion in 2023, marking a 5% year-on-year revenue increase.
Industry employment grew by nearly 7% in 2023, reaching a total workforce of approximately 115,000 people across Europe.
Video games are a mainstream fixture with 53% of the population aged 6–64 identifying as players, maintaining a stable average of 8.9 hours of gameplay per week.
Market Analysis
Player Demographics
Employment
+1
Video Games Europe
Jan 2023
Report
12 pages
Global Report 2023
Video games function primarily as a mental health tool, with 71% of global gamers reporting that play reduces stress and 61% noting a reduction in anxiety.
Fun and enjoyment remain the primary drivers for gaming, cited by 69% of the 12,847 respondents, followed by passing time (63%) and stress relief (55%).
Social connectivity is a core component of the gaming experience, as 51% of players engage in online multiplayer weekly and 46% have formed meaningful personal relationships, including friendships and marriages, through games.
Market Analysis
Player Demographics
Player Behavior
+1
IIDEA – Italian Interactive Digital Entertainment Association
Jan 2023
Report
73 pages
2023 Serbian Gaming Industry Report
Serbia’s gaming workforce grew significantly in 2023, more than doubling from approximately 1,700 to over 4,300 employees.
Industry revenue reached €175 million in 2023, a 17% year-on-year increase driven primarily by mobile titles and original intellectual property.
Mobile gaming dominates the market with a 60% share on Android, while large studios with 40+ staff capture the majority of industry profits.
Market Analysis
Serbia
Player Demographics
SGA
Jan 2023
Report
12 pages
Informe Mundial 2023: Comportamientos e Intereses de los Videojugadores
Gaming serves as a primary tool for emotional regulation, with 83% of players reporting increased happiness and 71% stating that games reduce stress, anxiety, and isolation.
Social connectivity is a core outcome of gaming, as 67% of players believe games help them forge new relationships, and 45% have met a close friend, partner, or spouse through the medium.
Players identify 'having fun' as the primary motivation for gaming (69%), followed by entertainment and stress relief as the leading drivers for engagement.
Player Behavior
Market Analysis
Player Demographics
+1
AEVI
Jan 2023
Report
60 pages
Digital Games' Impact in Denmark
Digital gaming is a mainstream activity in Denmark, with 79% of the population having played a game in the past year.
Engagement is high across all age groups, ranging from 62% of those aged 55–79 to 74% of those aged 16–24 playing on a weekly basis.
Puzzle games are the most popular genre, preferred by 65% of respondents and yielding the highest relaxation scores among all game types.
Player Behavior
Player Demographics
Market Analysis
+1
NIMBI – Danish Institute for Game Development
Jan 2023
Report
42 pages
Estudio sobre el Consumo de Videojuegos entre la Población Adulta Española y en Familia
Shared family gaming in Spain has surged significantly, with nearly 80% of parents playing with their children in 2022 compared to just over 33% in 2015.
Parental control adoption remains low, as only 39% of gamers use these tools, with 17.5% using them regularly and 22% occasionally.
A significant portion of the gaming population is disengaged from safety measures, with over 40% of users never employing parental controls and nearly 20% reporting they are unaware of their existence.
Player Demographics
Player Behavior
Market Analysis
AEVI
Jan 2023
Report
42 pages
How Different Generations Engage with Video Games Today
Gaming has become the primary entertainment medium for younger generations, with 94% of Gen Alpha identifying as game enthusiasts.
Approximately 60% of younger players invest in games, driven by a preference for social immersion and genres like Adventure and Battle Royale.
70% of younger players are 'player-viewers' who consume gaming content for social connection, whereas older generations use such content primarily for information like reviews and tutorials.
Player Demographics
Market Analysis
Global
+1
Newzoo
Jan 2023
Report
28 pages
Newzoo’s Global Gamer Study 2023
Gaming is now a multidimensional ecosystem where 79% of the online population are enthusiasts, with over 50% of consumers engaging through a mix of playing, viewing, socializing, and content creation.
Younger demographics show the highest engagement levels, with 94% of Gen Alpha and 90% of Gen Z participating in gaming activities beyond just active play.
Multi-platform gaming is a significant trend, with 47% of gamers using at least two platforms and a high-value 'tri-platform' cohort (15% of players) averaging over 11 hours of play per week.
Market Analysis
Player Demographics
Player Behavior
+1
Newzoo
Jan 2023
Report
32 pages
I Videogiochi in Italia nel 2023
The Italian video game market generated €2.3 billion in 2023, representing a 5% increase over 2022 and a 28% growth since 2019.
Italy ranks among the top five largest video game markets in Europe, with 13 million players aged 6 to 64, representing 31% of the population.
The average age of the Italian gamer is 30 years old, reflecting the sector's broad cultural and demographic penetration.
Market Analysis
Player Demographics
Europe
IIDEA – Italian Interactive Digital Entertainment Association
Jan 2023
Report
30 pages
Fashion & Beauty Trends: How Gen Z Express Themselves in Immersive Spaces
56% of Gen Z users now prioritize styling their digital avatars over their physical appearance, a significant increase from 42% in the previous year.
Engagement with digital identity is surging, with Roblox users performing 165 billion avatar updates (a 38% year-over-year increase) and purchasing 1.6 billion digital fashion items (a 15% increase) between January and September 2023.
Digital-to-physical brand influence is high, as 84% of Gen Z respondents are more likely to consider a physical-world brand after interacting with its items in an immersive space.
Market Analysis
Player Demographics
Global
+1
Roblox
Jan 2023
Report
29 pages
Analyzing the Consumer and Market Impacts of Chinese Games Market Policies
Chinese gaming giants like Tencent and NetEase are aggressively expanding internationally through studio acquisitions and global publishing labels to mitigate domestic regulatory volatility.
Government regulations restrict users under 18 to one hour of gaming on weekend and holiday evenings, a policy that threatens the long-term pipeline of players and esports talent despite minor spending accounting for less than 2% of major firms' revenue.
The game licensing process now utilizes a rigorous scoring system evaluating societal values and cultural propagation, following a nine-month approval freeze that ended in early 2022.
Market Analysis
Player Demographics
Player Behavior
+1
Newzoo
Nov 2022
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