Skip to main content
Game Industry
Library
Library
Search
Ask AI
News
Connect your AI
Browse
The Catch Up
Topics
Collections
Writers
Help
Subscribe
Game Industry
Library
Library
Search
Ask AI
Saved
Library
175 reports matching your filters
All Types
Reports
Articles
Presentations
Whitepapers
Financial
Legal
Other
Search
Player Demographics
Market Analysis
Global
Player Behavior
Monetization
Mobile
Europe
USA
PC
Diversity & Inclusion
Esports
Market Forecast
Marketing
North America
Console
Africa
Game Design
Steam
Clear
Filters
1
Player Demographics
Recently added
Newest first
Oldest first
Title A–Z
Title Z–A
Report
24 pages
Estudio Videojuegos y Adultos 2015: España
In 2015, 38.9 percent of Spanish adults played video games, with the highest engagement found in the 18-29 age demographic at 75 percent.
Gaming habits are gender-split by platform preference: men favor consoles (66.2 percent), while women primarily use smartphones (57.6 percent).
Habitual gamers, defined as those playing weekly or daily, account for 41.5 percent of the gaming population and are 60 percent male.
Market Analysis
Player Demographics
Player Behavior
AEVI
Dec 2015
Report
63 pages
Kondycja Polskiej Branży Gierwideo Raport 2015
Video games have transitioned from a niche hobby for technology enthusiasts and youth into a mainstream form of entertainment.
The demographic profile of gamers has expanded significantly, now encompassing individuals across all age groups, professions, and education levels.
Market Analysis
Player Demographics
Europe
Digital Dragons
Jan 2015
Report
42 pages
Padres y Videojuegos Hoy: España 2014
In 2014, 84% of Spanish parents actively played video games and reported feeling equally or more technologically competent than their children.
40% of Spanish parents utilized video games as formal educational tools for their children.
More than 50% of surveyed parents maintained or increased their personal gaming time after becoming parents, primarily driven by the desire for shared family play.
Market Analysis
Player Demographics
Marketing
AEVI
Dec 2014
Report
16 pages
Faits Essentiels 2014
The 2014 Canadian video game industry landscape was analyzed through data from 90 domestic studios and a global consumer poll of 35,000 respondents.
Consumer behavior and market trends were derived from a 2014 NPD Group survey of 3,359 adults and 526 adolescents, maintaining a margin of error of ±2.19%.
Industry growth and shifts were benchmarked against a 2012 NPD study that surveyed 2,969 adults and 527 adolescents with a margin of error of ±1.5%.
Market Analysis
Player Demographics
North America
ESAC – Entertainment Software Association of Canada
Jan 2014
Report
16 pages
Essential Facts 2014: Canada
Canada’s video game sector directly employs 16,500 people, representing 27,000 full-time equivalent jobs.
The industry contributed $2.3 billion to Canada’s GDP and generated $1.6 billion in direct spending, marking a 12.5% increase since 2011.
Employment in the sector grew by 5% between 2011 and 2013, with 40% of firms projecting a 25% staff expansion within two years.
Market Analysis
Player Demographics
Salary
+1
ESAC – Entertainment Software Association of Canada
Jan 2014
Report
3 pages
Essential Facts About the Computer and Video Game Industry: 2013
The U.S. computer and video game industry generated $21.53 billion in total revenue during 2013.
Consumer spending on game content reached $15.39 billion, representing the largest portion of total industry revenue.
Digital format sales experienced an 11 percent year-over-year growth rate in 2013.
Market Analysis
Player Demographics
Player Behavior
+2
Entertainment Software Association
Jan 2013
Report
18 pages
Essential Facts 2012: Canada
The Canadian video game industry contributed $1.7 billion to the economy in 2011 and supports approximately 16,000 direct jobs across 348 companies.
Gaming is a mainstream activity in Canada with an average player age of 31, and 90% of children and teens identifying as gamers.
While 68% of industry labor remains focused on console development, mobile gaming has surged, with 25% of Canadians now citing mobile as their primary gaming platform.
Market Analysis
Player Demographics
North America
ESAC – Entertainment Software Association of Canada
Jan 2012
Report
18 pages
Faits Essentiels 2012: Profil de l'industrie canadienne du jeu vidéo
The Canadian video game industry contributes $1.7 billion to the economy and supports 16,000 direct jobs across 348 companies, ranking Canada third globally in industry employment.
Industry growth is accelerating, with an 11% increase between 2009 and 2010 and a projected 17% growth rate for the 2011-2012 period.
The sector provides high-value employment with an average annual salary of $62,000, which is more than double the Canadian national average.
Market Analysis
Player Demographics
Employment
+1
ESAC – Entertainment Software Association of Canada
Jan 2012
Report
21 pages
El Videojugador Español: Perfil, Hábitos e Inquietudes de Nuestros Gamers
Spain is the fourth-largest video game market in Europe, generating over €1.245 billion in sales during 2010.
Gaming penetration among Spanish adults stands at 24%, with the 7–34 age demographic representing 45.3% of the population.
The typical Spanish gamer is 32 years old, with women comprising 40% of the player base aged 15 and older.
Market Analysis
Player Demographics
Player Behavior
AEVI
Sept 2011
Report
19 pages
Faits Essentiels 2011 sur le Secteur Canadien des Jeux Vidéo et Informatiques
Canada’s video game industry generated C$1.7 billion in direct economic impact in 2011, ranking third globally in revenue and first in jobs per capita.
The sector employed approximately 16,000 workers across 350 firms, with an 11% growth rate over the previous two years and a projected 17% increase for the following two.
Quebec serves as the industry hub with 8,236 employees and C$733 million in spending, while Ontario exhibits the fastest growth trajectory at 20–21%.
Market Analysis
Salary
Player Demographics
+1
ESAC – Entertainment Software Association of Canada
Jan 2011
Report
24 pages
El Futuro del Videojuego: Informe de Resultados (España)
Gaming is a routine activity for 56% of Spanish players, with a notable gender gap where 65% of men play regularly compared to 42% of women.
90% of respondents expect gaming to reach ubiquity across all age groups, including older generations, by 2020.
78% of players anticipate a shift toward highly social gaming experiences, predicting that solitary play will become a rarity.
Market Forecast
Player Demographics
ADeSe
Jun 2010
Report
69 pages
Informe de Resultados: Cómo se proyecta el videojuego del futuro
Approximately 68% of all game sales are projected to transition to virtual stores or server-based platforms, effectively phasing out physical distribution.
Immersive virtual reality is identified as the primary technological driver for the industry through the 2020-25 period.
Network latency is a critical barrier for 53% of moderately hardcore gamers, necessitating a shift toward high-bandwidth, low-latency infrastructure to support immersive content.
Market Analysis
Player Demographics
AEVI
May 2010
Report
17 pages
¿Cómo Se Proyecta el Videojuego del Futuro?: España
Industry experts project that 100% of games will transition to online-only ecosystems by 2025, driven by the need for anti-piracy measures, improved matchmaking, and ubiquitous broadband.
Technological evolution through 2025 will shift from cloud-based distribution and motion-sensing controls toward immersive virtual reality, multisensory holographic interfaces, and voice-controlled navigation.
Casual players currently resist online gaming due to specific barriers, including slow internet connections, language obstacles, distrust of payment models, and a lack of interest in complex online modes.
Market Forecast
Player Demographics
Player Behavior
AEVI
Jan 2010
Report
35 pages
Estudio aDeSe 2009: Usos y Hábitos de los Videojugadores Españoles
Personal computers are the primary gaming platform in Spain, with 58% of households reporting ownership compared to 35% for dedicated consoles.
The 2009 study surveyed a nationally representative sample of 4,254 residents aged fifteen and older, achieving a ±1.5% margin of error at a 95% confidence level.
Medium-sized municipalities with populations between 10,000 and 50,000 inhabitants represent the largest segment of the gaming population, accounting for 26% of total players.
Player Demographics
Market Analysis
AEVI
Nov 2009
Report
31 pages
Hábitos e Iniciación a los Videojuegos en Mayores de 35 Años: Diciembre de 2008
The study, conducted in December 2008, focuses on the gaming habits of individuals over 35 years old, a demographic segment that was increasingly relevant to the industry at that time.
The sample population is heavily concentrated in major urban centers, with 38.1% of respondents located in Madrid and 28.1% in Barcelona.
The research methodology utilized a structured questionnaire to gather data on gaming frequency, preferred genres, and purchasing behavior among the target age group.
Player Demographics
Market Analysis
Player Behavior
AEVI
Dec 2008
Previous
1
…
8
9
Next