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Report
14 pages
Rapport Annuel 2021
The Canadian video game industry successfully lobbied to be excluded from the revised Canadian Broadcasting Act, avoiding tens of millions of dollars in potential royalties and regulatory burdens.
Approximately 23 million Canadians—61% of the population—are regular gamers, with 58% of adults and 80% of adolescents increasing their playtime during the pandemic.
The industry maintained operational continuity during 2021 as 30,000 employees transitioned to remote work without disrupting the majority of scheduled game releases.
Market Analysis
Player Demographics
North America
Association canadienne du logiciel de divertissement
Jan 2021
Report
21 pages
Newzoo's Generations Report: How Different Generations Engage with Games 2021
Gaming has become the primary leisure activity for Gen Z and Millennials, who spend more time playing games than engaging with social media or streaming video content.
The 2021 survey of 72,068 respondents across 33 global markets confirms that the share of leisure time dedicated to gaming increases progressively with each younger generation.
Younger players are primarily motivated by competition, social interaction, and creative achievement, driving high engagement with multiplayer, sandbox, and social platforms like Fortnite and Roblox.
Market Analysis
Player Demographics
Player Behavior
+1
Newzoo
Jan 2021
Report
19 pages
Europe's Video Game Industry: Key Facts 2021
The European video game industry generated €23.3 billion in annual revenue as of 2021.
The sector employs nearly 100,000 professionals across 4,600 studios.
The industry reached 124.8 million players in 2021, accounting for 52 percent of the total European population.
Market Analysis
Player Demographics
Europe
+1
ISFE
Jan 2021
Report
21 pages
Gamer Generations Report: How Different Generations Engage with Games 2021
Gaming has become a primary entertainment medium, with Gen Z and Millennials dedicating approximately 25% of their total leisure time to it.
Engagement depth is age-dependent: 81% of Gen Z identify as gamers, compared to 42% of Baby Boomers, with younger cohorts treating games as social hubs rather than just casual pastimes.
The metaverse is gaining traction, as 70% of Gen Z gamers report an intent to use game worlds for non-gaming activities like socializing and attending events.
Player Demographics
Market Analysis
Global
Newzoo
Jan 2021
Report
222 pages
Turkey Game Market 2021 Report
The Turkish gaming market reached a total volume of $1.2 billion in 2021, supported by a player base of 42 million active users.
Mobile gaming generated $620 million in revenue, cementing Turkey's status as a global leader in the hyper-casual genre.
Financial activity hit record levels in 2021 with $266 million invested across 54 startups, highlighted by the emergence of Dream Games as a unicorn.
Market Analysis
Player Demographics
Investment
+2
Gaming in Turkey
Jan 2021
Report
39 pages
The Gaming Playbook: Everything You Need to Know About the Gaming Audience
As of 2020, 86% of internet users across 15 global markets engage in gaming, with mobile platforms driving significant demographic expansion among women, families, and adults aged 55 to 64.
Revenue models have shifted toward digital-first ecosystems, where in-game microtransactions and downloadable content serve as the primary financial engines, particularly among high-spending Gen Z and millennial male players.
Esports followers represent a highly receptive audience for advertising, with nearly 50% viewing brand sponsorships as a natural fit and 40% actively supporting brands that invest in their favorite teams.
Market Analysis
Player Demographics
Player Behavior
+1
GWI
Jan 2021
Report
35 pages
Guida agli Esports: Italia
The global esports market reached $947.1 million in revenue in 2021, with total direct earnings approaching $1.1 billion and a fan base exceeding 215 million.
Market growth is primarily concentrated in regions with advanced broadband infrastructure, specifically East Asia, Northern Europe, and North America.
Game publishers hold exclusive control over competitive ecosystems, often investing over $100 million per title to manage updates, balance changes, and essential broadcast rights.
Esports
Market Analysis
Player Demographics
+1
IIDEA – Italian Interactive Digital Entertainment Association
Jan 2021
Whitepaper
61 pages
The 2021 Global Mobile Gamers Whitepaper
Mobile gaming generated $93.2 billion in 2021, accounting for over half of total industry revenue, with projections to reach $116.1 billion by 2024.
Users who engage with short-video platforms represent a high-value demographic that installs 50% more games and spends 36% more time playing weekly than the average gamer.
Short-video platform users are twice as likely as non-users to discover new titles through social content and subscription services, making them a primary target for strategy and MOBA developers.
Player Demographics
Mobile
Global
+1
TikTok
Jan 2021
Report
17 pages
Diversity and Inclusion in Gaming: Insights and Opportunities 2021
47% of U.S. gamers avoid titles they perceive as not designed for them, indicating that inclusive character representation is a critical factor for market reach.
Over half of the gaming audience considers the presence of diverse characters important, with particularly high demand for representation from LGBTQIA+ players and people with disabilities.
Socioeconomic barriers significantly influence platform choice, as Black and Hispanic/Latinx players are more likely to utilize standard consoles or laptops and subscription services like Xbox Game Pass rather than high-end desktops.
Diversity & Inclusion
Player Demographics
Market Analysis
+1
Newzoo
Jan 2021
Presentation
1 pages
Play Like a Girl: Key Ways to Engage Asia's Growing Female Gaming Audience
Female gamers in Asia grew to 38% of the 1.33 billion total regional gaming population by 2019, up from 32% in 2017.
Mobile is the primary platform for this demographic, with 95% of female gamers in Asia playing on mobile devices.
Female gamers contributed 35% of mobile gaming revenue in 2019, with projections estimating an increase to 39% in 2020.
Player Demographics
Market Analysis
Asia
+1
Niko Partners
Jun 2020
Report
16 pages
Spillrapporten 2019/2020
The Norwegian gaming industry is currently experiencing a period of significant growth.
The government has established a new national gaming strategy titled 'Spillerom' to guide development for the period 2020 and beyond.
A primary objective of the current industry analysis is to establish a robust, comparable knowledge base of statistics and data for the gaming sector.
Market Analysis
Player Demographics
Game Publishing
Norsk Spill- og Multimedieforening
Jan 2020
Report
20 pages
Europe's Video Game Industry: Key Facts 2020
The European video game market reached €21.6 billion in 2019, marking a 3% year-on-year increase and a 55% total growth since 2014.
Digital ecosystems dominate the market, accounting for 76% of total revenue, with 66% of that online income derived specifically from in-game extras and downloadable content.
Hardware revenue is split primarily between consoles at 43% and mobile/tablet devices at 40%.
Market Analysis
Player Demographics
Europe
Interactive Software Federation of Europe
Jan 2020
Report
64 pages
2020 Mobile Gaming Apps Report
The global mobile gaming market is projected to exceed $100 billion in 2020, supported by 2.6 billion players and a 24% increase in daily in-app payments.
Midcore and strategy games are the most efficient segments, achieving a 39.5% 30-day return on ad spend with low acquisition costs, particularly on Android.
While the average cost per install has hit a record low of $1.47, the industry faces a 24% rise in install-to-purchase costs and a decline in conversion rates to 3.3%.
Market Analysis
Player Demographics
Monetization
+2
Liftoff
Jan 2020
Report
14 pages
PayPal Report: Europe and Esports – High Engagement and Even Higher Potential
The European esports audience is projected to reach 92 million viewers by the end of 2020, reflecting a 7.4% year-over-year growth rate.
The global esports market is forecast to grow from nearly €1 billion in 2020 to €1.6 billion by 2023, with European revenue following a similar trajectory.
Women comprise 32% of the European esports audience and demonstrate spending habits comparable to men, with 46% of female respondents reporting purchases.
Esports
Market Analysis
Player Demographics
+1
PayPal
Jan 2020
Report
14 pages
Las Mujeres Juegan, Consumen, Participan: Contribución a la Industria de Videojuegos en 2020
Women accounted for 47% of the 118 million active gamers across Spain, France, Germany, Italy, and the UK in 2020, up from 45% in 2019.
Female gamers generated €6.8 billion in spending in 2020, representing 38% of total industry revenue and a 31% year-on-year increase.
During the 2020 Q2 lockdown, 60 million women played video games, with average weekly playtime rising to 8.8 hours and console sessions increasing by approximately one hour.
Market Analysis
Player Demographics
Diversity & Inclusion
AEVI
Jan 2020
Report
14 pages
Europe and Esports: High Engagement and Even Higher Potential
The European esports market is projected to reach 92 million viewers by the end of 2020, with a 7.4% year-over-year growth rate.
Global esports revenue is forecasted to climb from €974 million in 2020 to €1.6 billion by 2023, with Europe following a similar growth trajectory.
Esports engagement is not limited to the youngest demographic, as the 21–25 age group currently leads in enthusiast participation compared to the 18–20 cohort.
Esports
Player Demographics
Monetization
+1
PayPal
Jan 2020
Report
22 pages
For the Win: Breaking Down the Preferences of Asia's Mobile Gamers
Asia accounts for over 50% of the global mobile gaming player base and generates the majority of the industry's total mobile revenue.
Mobile esports and competitive, socially-driven titles are displacing traditional genres across all Asian markets, marking a major shift in consumer preference through the first half of 2020.
China remains the largest market, where success is driven by migrating PC intellectual properties to mobile and navigating a regulatory environment that requires domestic partnerships.
Market Analysis
Asia
Mobile
+1
Niko Partners
Jan 2020
Report
62 pages
Level Up: A Guide to Succeed in Asia’s Gaming Market
Asia’s gaming market is driven by over 1.5 billion mobile-first players, with free-to-play models generating 99% of mobile revenue.
The female demographic has grown to 500 million players and now contributes nearly 40% of total mobile gaming revenue, necessitating more inclusive content.
Asia accounts for 68% of global mobile esports revenue, with Southeast Asia experiencing a 244% increase in tournament prize pools.
Market Analysis
Player Demographics
Monetization
+1
Newzoo
Jan 2020
Report
33 pages
The Past, Present and Future of Games: Global and Local Opportunities
The global gaming market has reached a scale of 2.7 billion gamers, with 1.3 billion active spenders driving the industry's evolution into a major economic force.
Mobile gaming is the industry's dominant segment, currently accounting for 49% of global consumer revenues.
Cloud gaming is a significant growth area, projected to generate $4.8 billion in revenue by 2023 through infrastructure investments from Microsoft, NVIDIA, and Tencent.
Market Analysis
Player Demographics
Esports
+1
Newzoo
Jan 2020
Report
104 pages
State of the Polish Video Game Industry 2017
The 2017 report on the Polish video game industry was funded by the Ministry of Culture and National Heritage, the Ministry of Development, and Creative Europe Desk Poland.
The research project for the report was coordinated by the Kraków Technology Park.
Key industry partners involved in the report include the Polish Games Association and the Indie Games Poland Foundation.
Market Analysis
Player Demographics
Europe
+1
Kraków Technology Park
Jan 2017
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