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Player Behavior reports and market data

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Cover of Identifying Indie: A Study of Who Plays What and Why
29 min
Game Developers Conference29 min

Identifying Indie: A Study of Who Plays What and Why

This study, conducted by Humble Games in partnership with an independent research group, examines the behaviors, motivations, and preferences of modern indie game players.

  • Indie gamers are not a niche segment; they are highly active consumers who purchase more AAA and double-A titles than traditional gamers who buy zero indie games.
  • The study, which surveyed 4,800 respondents aged 18 to 45 across six countries, identifies that indie players prioritize innovation, unique mechanics, and creative expression over the high-fidelity graphics favored by traditional gamers.
  • Indie players prefer single-player modes, stylized art, nonlinear storytelling, and high-quality soundtracks, while de-emphasizing the need for endless content in favor of distinct, high-quality experiences.
Game Developers ConferenceFeb 2024
Cover of TWIG Jr. (TWIG #271) Real takes on Lego Fortnite and Roblox from Mickey (8) and Rocky (10) Lowenfels
26 min
Deconstructor of Fun26 min

TWIG Jr. (TWIG #271) Real takes on Lego Fortnite and Roblox from Mickey (8) and Rocky (10) Lowenfels

This discussion features two young gamers, Mickey (8) and Rocky (10) Lowenfels, providing a consumer-focused perspective on current trends in the gaming industry, specifically regarding Lego Fortnite and Roblox.

  • Lego Fortnite is perceived by the 8–10 age demographic as a derivative, less-engaging alternative to Minecraft that lacks the distinct identity of the core Fortnite experience.
  • Roblox serves as a primary social utility for children aged 7–12, who prioritize playing with real-life friends over interacting with random users.
  • Young gamers prefer billboard-style, non-intrusive advertising in free-to-play environments over the forced, frequent video advertisements common in mobile gaming.
Deconstructor of FunFeb 2024
Cover of I Videogiochi in Italia nel 2022: Mercato, Consumatori e Industria
Report23 pages

I Videogiochi in Italia nel 2022: Mercato, Consumatori e Industria

The Italian video game market maintained significant resilience throughout 2022, generating a total turnover of €2.2 billion.

  • The Italian video game market generated €2.2 billion in 2022, marking a stable performance with only a 1.2% decline from the previous year.
  • Domestic production revenue grew by 30%, reaching an estimated €130 to €150 million as the industry pivots toward international markets.
  • Mobile gaming remains the dominant platform in Italy, accounting for 69.7% of the total market.
IIDEA – Italian Interactive Digital Entertainment AssociationJan 2024
Cover of 2023 Steam Black Friday Performance Report
Report7 pages

2023 Steam Black Friday Performance Report

The 2023 Steam Black Friday period marked a significant shift in the PC gaming landscape, characterized by record-breaking user engagement despite broader industry stagnation.

  • Steam reached a peak of 20.3 million concurrent in-game players in November 2023, bucking broader industry stagnation trends.
  • Total revenue for full games on Steam declined by 1.5% year-over-year to $1.076 billion, despite a 14% increase in unit sales.
  • Sales volume hit a five-year high of 77 million units in November 2023, driven by aggressive discounting and a strong release schedule.
VG InsightsJan 2024
Cover of Why Game Designers use Maslow - Extra Credits Gaming
9 min
Extra Credits9 min

Why Game Designers use Maslow - Extra Credits Gaming

The Player Hierarchy of Needs provides a structured framework for game designers to understand and enhance player satisfaction by adapting Abraham Maslow’s psychological model to the gaming experience.

  • Game designers should utilize the Player Hierarchy of Needs to systematically address requirements, as failing to meet lower-level needs prevents players from reaching deeper, more immersive layers of engagement.
  • The base of the hierarchy requires accessible tutorials and intuitive onboarding, as a failure to explain basic play mechanics often leads to early player abandonment.
  • Technical friction caused by poor user interface and cumbersome menus acts as a barrier to immersion, necessitating a seamless UX to maintain player retention.
Extra CreditsJan 2024
Cover of Gaming Report 2024: Meet the Moment – How Gamers Are Changing the Game
Report32 pages

Gaming Report 2024: Meet the Moment – How Gamers Are Changing the Game

The report demonstrates that the global video-game market reached $196 billion in 2023 and is expected to grow at roughly 6% per year through 2028.

  • The global video game market reached $196 billion in 2023 and is projected to grow at an annual rate of approximately 6% through 2028.
  • Engagement in immersive, cross-platform ecosystems is highly lucrative, as players spend up to five times more per hour when participating in multiple activities rather than gaming alone.
  • Mobile game titles face an 80% failure rate after three years, necessitating rigorous A/B testing, targeted performance marketing, and tight alignment between development and finance teams.
Bain & CompanyJan 2024
Cover of How Consumers Engage with Games Today: Newzoo’s Global Gamer Study 2024
Report35 pages

How Consumers Engage with Games Today: Newzoo’s Global Gamer Study 2024

Gaming dominates contemporary culture, with eight in ten global consumers actively playing or engaging in related activities.

  • Gen Z and Gen Alpha players spend an average of 5.2 hours per week gaming, surpassing their time spent on social media.
  • Approximately 22% of Gen Z players spend $25 or more monthly on games, showing a strong preference for upfront payments compared to the free-to-play model favored by mobile gamers.
  • One-third of PC/console gamers are 'new game seekers' who spend 7–8 hours weekly across multiple platforms and consistently invest over $25 monthly.
NewzooJan 2024
Cover of Inside Gaming: It's Personal!
Report12 pages

Inside Gaming: It's Personal!

The report examines how video games increasingly serve as a platform for personal identity and self-expression, noting that nearly two thirds of gamers feel they can be more authentic while playing.

  • Nearly two-thirds of gamers report feeling more authentic while playing than in their daily lives, a sentiment that has driven a 30% increase in time spent gaming among those who view these platforms as spaces for self-presentation.
  • In-game character customization is the primary driver of self-expression for 76% of players, significantly outpacing other features like usernames (48%) and communication tools or emotes (30–35%).
  • Fandom’s 2024 data indicates a psychological disconnect where gamers maintain distinct online personas that they perceive as separate from their real-life identities.
FandomJan 2024
Cover of Causal Effect of Video Gaming on Mental Well-Being in Japan 2020–2022
Report17 pages

Causal Effect of Video Gaming on Mental Well-Being in Japan 2020–2022

Evidence from a natural experiment conducted in Japan between 2020 and 2022 demonstrates that video game ownership and increased play time exert a positive causal influence on mental well-being and life satisfaction.

  • Winning a gaming console lottery during the 2020–2022 Japanese supply shortages reduced psychological distress by 0.1 to 0.6 standard deviations, establishing a positive causal link between gaming and mental well-being.
  • The positive impact of video games on mental health and life satisfaction follows a threshold effect, with benefits beginning to decline after three hours of daily play.
  • Nintendo Switch ownership provides the most pronounced well-being improvements for adolescents and female users, while the PlayStation 5 yields stronger benefits for adult males and dedicated gamers.
Springer Science and Business Media LLCJan 2024
Cover of Annual Universe of Positive Gaming Experiences 2024
Report111 pages

Annual Universe of Positive Gaming Experiences 2024

Stillfront Group’s 2024 fiscal year marks a pivotal transition into a synergy-driven operational phase, characterized by a major geographic reorganization into Europe, North America, and MENA & APAC business areas.

  • Stillfront Group reported a net loss of 7,378 MSEK for fiscal year 2024, largely driven by a 6.9 billion SEK goodwill impairment in its North American segment.
  • Total net revenues reached 6,737 MSEK, reflecting a 2% organic revenue decline that prompted a major geographic reorganization into Europe, North America, and MENA & APAC.
  • Despite the net loss, the company generated over 1 billion SEK in free cash flow and improved gross margins to 80% through direct-to-consumer initiatives.
StillfrontJan 2024
Cover of Longitudinal Survey Report on Gaming Disorder: Japan
Report9 pages

Longitudinal Survey Report on Gaming Disorder: Japan

The study investigates how household rules governing video-game use influence weekly play time and the emergence of gaming disorder among Japanese elementary and middle-school students.

  • 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.
CESA – Computer Entertainment Supplier's AssociationJan 2024
Cover of Guide to Game Literacy: Improving Understanding of Games
Whitepaper132 pages

Guide to Game Literacy: Improving Understanding of Games

The guide establishes game literacy as the capacity to comprehend, critique, and responsibly engage with video games, extending traditional media-literacy to encompass rules, interactive systems, cultural influence, and self-control.

  • Parental involvement is a critical determinant of healthy gaming habits, as 78.5% of adaptive gamers have informed parents compared to only 60.2% of those classified as problematic.
  • The UK gaming market is projected to grow from £4 billion in 2022 to £10 billion by 2030, with the national gamer population expected to reach 38.5 million by 2025.
  • A 2023 Korean survey indicates that 86% of adolescents play video games, with the user base segmented into 71% general users, 12% adaptive users, and 3% problematic users.
K-GAMES – Korea Association of Game IndustryJan 2024

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