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Report
146 pages
Construyendo un Sector del Videojuego en Igualdad
Women comprise 48% of the 18 million players in the Spanish market, yet they hold only 20% of development roles within the 90,000-person European industry.
Systemic hiring reforms—including gender-neutral job advertisements, transparent salary bands, and multi-reviewer processes—are essential to increasing the entry and retention of women in development roles.
Companies such as Wooga have achieved higher retention and increased female representation in senior leadership by utilizing unconscious-bias training, inclusion nudges, and data-driven KPIs.
Diversity & Inclusion
Player Demographics
Employment
+2
AEVI
Jan 2022
Report
22 pages
Newzoo Gen Z & Gen Alpha Report 2022
90% of Gen Alpha and Gen Z are game enthusiasts, significantly outpacing the 79% engagement rate found in the total online population.
Gaming is the primary entertainment source for Gen Alpha and a top-three source for Gen Z, competing directly with social networks and streaming services.
70% of Gen Z are interested in using virtual game worlds for social activities beyond gameplay, such as attending parties or watching movies, positioning them as the primary drivers of metaverse adoption.
Market Analysis
Player Demographics
Player Behavior
+1
Newzoo
Jan 2022
Report
149 pages
Brazil Games Industry Report 2022
Brazil is the 12th largest games market globally and the leader in Latin America, generating approximately USD 2.3 billion in 2021.
The industry has experienced rapid expansion, with a 102% increase in active studios since 2018 and a 336% revenue increase in USD since 2015.
The sector is shifting toward original intellectual property, with 93% of companies now focusing on proprietary IP rather than a pure service-provider model.
Market Analysis
Market Forecast
Player Demographics
+1
Abragames
Jan 2022
Report
42 pages
For the Game
The global gaming industry is projected to reach 3.5 billion players and $225 billion in revenue by 2025.
Gamers are high-value 'super-consumers' who engage with television and internet platforms for nearly 60 hours per week.
Over one-third of the global player base uses gaming primarily as a social platform, necessitating a shift toward community-focused engagement strategies.
Market Analysis
Player Demographics
Marketing
+2
dentsu
Jan 2022
Report
48 pages
Market Outlook 2022
Global mobile-game revenue declined 7% year-over-year in Q1 2022, marking the first such contraction after a period of rapid expansion.
Quarterly mobile-game installs have plateaued at approximately 14 billion, with casual titles continuing to represent 80% of total downloads.
Mid-core games now drive 60% of total mobile-game earnings, despite the U.S. market accounting for only 4% of global MMORPG revenue.
Market Forecast
Global
Mobile
+1
Sensor Tower
Jan 2022
Report
11 pages
Key Insights Into American Gamers
The U.S. gaming market generated $47.3 billion in revenue from 191 million gamers, representing 72% of the online population.
Engagement is driven by a mix of play and viewership, with 71% of the population playing games, 44% watching gaming content, and 18% engaging with esports.
Mobile is the most popular platform by reach at 48%, while console gaming commands the highest engagement at an average of six hours per week.
Player Demographics
Market Analysis
Player Behavior
+1
Newzoo
Jan 2022
Report
32 pages
Gaming in Europe: Key Facts 2022
The European gaming industry generated €24.5 billion in revenue in 2022, marking a 5% year-on-year growth rate and supporting a workforce of over 110,000 employees.
The player base has reached 126.5 million people, with the 45-64 age group now representing the largest demographic and women accounting for 47% of all players.
A critical talent shortage threatens future expansion, highlighted by a projected deficit of 25,000 developers in Sweden alone by 2031.
Market Analysis
Player Demographics
Employment
+2
European Games Developer Federation
Jan 2022
Report
18 pages
Key Insights Into German Gamers
Germany is the largest gaming market in the EU and the fifth largest globally, with 71% of the online population aged 10 to 65 identifying as game enthusiasts as of 2022.
Mobile gaming has the highest market reach at 43%, though PC and console players demonstrate higher engagement with average weekly play times exceeding five hours.
The German gaming demographic is nearly gender-balanced at 52% male and 48% female, with the 21-35 age bracket serving as the largest segment at 31%.
Market Analysis
Player Demographics
Germany
+1
Newzoo
Jan 2022
Report
61 pages
The New Destination to Reach Global Gamers: The 2021 Global Mobile Gamers Whitepaper
The global mobile gaming market generated $93.2 billion in 2021 and is projected to reach $126.1 billion by 2024.
Mobile gamers active on TikTok install 50% more games, play 36% longer, and are 66% more likely to make in-game purchases than non-users.
While players primarily game to relax or pass time, long-term monetization is driven by progression-based incentives like unlocking content and bypassing difficult levels.
Market Analysis
Player Demographics
Mobile
+2
Newzoo
Jan 2022
Report
18 pages
Consumer Insights: Games and Esports 2022
The research is based on a global dataset of over 75,000 consumers across 36 international markets, covering North America, Europe, Latin America, the Middle East, and the Asia-Pacific region.
Consumer spending is primarily driven by three factors: price sensitivity, the desire for exclusive content, and the need for social connectivity.
Gaming engagement is categorized into distinct personas, with 'Time Fillers' and 'Mainstream Gamers' identified as the most prevalent segments.
Market Analysis
Player Demographics
Player Behavior
+5
Newzoo
Jan 2022
Report
18 pages
Key Insights Into French Gamers
France is a top-tier global gaming market, ranking seventh in revenue and fifteenth in player count as of 2022.
The French gaming population is highly engaged, with 71% of online users aged 10–65 identifying as enthusiasts, including 15% who follow esports monthly.
Mobile is the leading platform with 44% reach, followed by console at 41% and PC at 30%, though PC users record the highest average weekly playtime at four hours and forty minutes.
Player Demographics
Market Analysis
France
Newzoo
Jan 2022
Report
25 pages
A Rising Market: Southeast Asia
Southeast Asia's esports audience is experiencing rapid expansion, with year-over-year growth reaching as high as 18.2% between 2019 and 2024.
The market is defined by a mobile-first culture where 82% of the online population plays mobile games and 39% identify mobile as their primary gaming platform.
Three mobile titles—Mobile Legends: Bang Bang, Garena Free Fire, and PUBG Mobile—accounted for approximately 50% of all global esports hours watched for those specific games on Twitch and YouTube Live in the first half of 2021.
Market Analysis
Esports
Southeast Asia
+1
Newzoo
Jul 2021
Report
185 pages
Online Nation 2021 Report
The provided text is incomplete and lacks the necessary data to extract specific figures, growth rates, or concrete takeaways from the 'Online Nation 2021 Report'.
Please provide the full content of the report to enable the extraction of factual insights.
Market Analysis
Player Demographics
Player Behavior
+1
Ofcom
Jun 2021
Report
19 pages
The Modern Mobile Gamer: 2021 Gen Z Edition
Mobile is the dominant gaming platform for Gen Z, with 86% of the demographic using smartphones for gaming compared to only 42% who use consoles.
Rewarded advertising is the most effective engagement strategy for this group, with 54% preferring rewarded ads and 53% engaging with them, significantly outperforming Instagram (38%) and TikTok (23%).
The COVID-19 pandemic significantly accelerated mobile gaming adoption, with 71% of Gen Z respondents reporting increased mobile gameplay during 2020.
Player Demographics
Player Behavior
Monetization
+2
Tapjoy
Jan 2021
Report
29 pages
State of the Game Industry 2021
The PlayStation 5 is the primary console of interest for 44% of developers, while interest in VR and AR has cooled to 38% as the market consolidates around the Oculus Quest.
Remote work has proven effective, with 66% of professionals reporting stable or increased productivity, despite project delays rising from 33% to 44% year-over-year.
Labor tensions remain high, as 30% of the workforce reports 'crunch' weeks exceeding 60 hours, leading to 51% of developers supporting unionization.
Market Analysis
Player Demographics
Game Developers Conference
Jan 2021
Report
19 pages
Video Games – a Force for Good (2021)
The European video game market maintained a stable valuation of €23.3 billion in 2021, successfully sustaining the revenue gains achieved during the 2020 pandemic.
Digital sales dominate the industry, accounting for 81% of total revenue, with growth primarily driven by app-based gaming and in-game purchases.
The European player base grew by 6% in 2021 to encompass 52% of the total population, with an average player age of 31.3 years and a gender split of 48% women.
Market Analysis
Player Demographics
Esports
+1
European Games Developer Federation
Jan 2021
Report
41 pages
La Guía de los Esports
The esports market is projected to grow from under $1.1 billion in 2021 to over $1.5 billion by 2024, maintaining a compound annual growth rate (CAGR) of 7.7%.
Global esports viewership is expected to reach 577.2 million people by 2024, up from 435.9 million in 2021.
Market potential is heavily concentrated in regions with high-speed broadband infrastructure, specifically East Asia, Northern Europe, and North America.
Esports
Market Analysis
Player Demographics
+1
AEVI
Jan 2021
Report
26 pages
Annual Report of the German Games Industry 2021
The German computer games market reached a total valuation of 14 billion euros in 2021.
The German games industry encompasses a broad ecosystem, including employment figures, company data, and specialized initiatives like the Entertainment Software Self-Regulation Body.
The industry operates under a framework of ten specific strategic demands aimed at shaping the future of the German games sector.
Market Analysis
Player Demographics
Employment
+1
game – Verband der deutschen Games-Branche e. V.
Jan 2021
Report
25 pages
Mobile Game Genre Report: Comparing & Contrasting Eastern and Western Markets 2021
Western markets prioritize casual genres like puzzle and arcade, while Eastern markets demonstrate a stronger preference for competitive, immersive titles such as Battle Royale and RPGs.
Monetization strategies differ by region, with Western titles leaning toward in-game advertising (IAA) models, while Japanese players show a higher propensity for in-app purchases (IAP).
Puzzle games are a global staple, but Western implementations focus on narrative and decoration, whereas Eastern versions prioritize character collection, deep economies, and gacha mechanics.
Market Analysis
Monetization
Player Demographics
+1
Newzoo
Jan 2021
Report
1 pages
Survey on Games and Daily Life: Japan
The study, conducted in February 2021, aimed to analyze the intersection of gaming and daily life to inform strategies for mitigating gaming disorder.
Research was led by Professor Akira Sakamoto of the Social Psychology Laboratory at Ochanomizu University with endorsement from the Japan eSports Union (JeSU).
The survey targeted three distinct demographics: active professional gamers, students in specialized esports academies, and the general gaming public.
Player Demographics
Player Behavior
Market Analysis
+1
CESA – Computer Entertainment Supplier's Association
Jan 2021
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