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Player Demographics reports and market data

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Cover of Informe Mundial 2023: Comportamientos e Intereses de los Videojugadores
Report13 pages

Informe Mundial 2023: Comportamientos e Intereses de los Videojugadores

The 2023 Power of Play survey set out to map the motivations, social impacts and perceived wellbeing benefits of video gaming across a broad international sample.

  • 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.
AEVIJan 2023
Cover of Global Report 2023
Report13 pages

Global Report 2023

The 2023 Global Report examines the multifaceted impact of video games on players, moving beyond the traditional perception of gaming as mere entertainment to highlight its significant social, emotional, and cognitive benefits.

  • 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.
IIDEA – Italian Interactive Digital Entertainment AssociationJan 2023
Cover of I Videogiochi in Italia nel 2023
Report32 pages

I Videogiochi in Italia nel 2023

The Italian video game market demonstrated significant resilience in 2023, achieving a total valuation of €2.3 billion.

  • 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.
IIDEA – Italian Interactive Digital Entertainment AssociationJan 2023
Cover of Fashion & Beauty Trends: How Gen Z Express Themselves in Immersive Spaces
Report30 pages

Fashion & Beauty Trends: How Gen Z Express Themselves in Immersive Spaces

This analysis explores the evolving relationship between digital identity, fashion, and physical self-expression among Gen Z consumers.

  • 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.
RobloxJan 2023
Cover of A New Era of Engagement in Media & Entertainment
Report36 pages

A New Era of Engagement in Media & Entertainment

The media and entertainment landscape is undergoing a fundamental generational shift toward active engagement, characterized by a seamless blend of physical and digital activities.

  • 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.
NewzooJan 2023
Cover of Newzoo’s Global Gamer Study 2023
Report28 pages

Newzoo’s Global Gamer Study 2023

Gaming engagement in 2023 has evolved into a multidimensional experience that extends far beyond active play to include viewing, socializing, and content creation.

  • 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.
NewzooJan 2023
Cover of Primo Rapporto sugli Esports in Italia: 2018
Report39 pages

Primo Rapporto sugli Esports in Italia: 2018

The Italian esports landscape in 2018 represents a burgeoning ecosystem characterized by rapid digital engagement and significant untapped commercial potential.

  • The Italian esports market in 2018 comprises a total fanbase of one million people, including a core group of 260,000 avid fans.
  • The primary audience demographic consists of males aged 16 to 30, with the highest concentration of activity located in the Lombardy and Lazio regions.
  • Sports-themed titles, specifically the FIFA franchise, currently dominate the market and serve as the primary entry point for new participants.
AESVINov 2022
Cover of Rapporto sugli Esports in Italia: 2019
Report33 pages

Rapporto sugli Esports in Italia: 2019

The Italian esports landscape experienced significant professionalization in 2019, characterized by a burgeoning audience of 1.2 million individuals.

  • The Italian esports market reached 1.2 million viewers in 2019, with 350,000 avid fans engaging with competitive content on a daily basis.
  • Twitch emerged as a primary engagement hub, recording a 32% increase in esports-related discussions during the 2019 period.
  • The audience is primarily composed of males aged 16 to 40, with the highest concentrations of enthusiasts residing in the Lombardy and Lazio regions.
IIDEANov 2022
Cover of Rapporto sugli Esports in Italia: 2020
Report37 pages

Rapporto sugli Esports in Italia: 2020

The Italian esports market experienced a period of accelerated expansion throughout 2020, largely catalyzed by the COVID-19 pandemic.

  • The Italian esports market saw a 33% increase in its avid fan base to 466,000 individuals in 2020, with the broader audience reaching 1.41 million.
  • The typical Italian esports consumer is a 29-year-old male with above-average disposable income who maintains an average of 2.8 gaming accounts.
  • Fans dedicate an average of 6.5 hours per week to esports content, demonstrating a consistent consumption pattern and high engagement levels.
IIDEANov 2022
Cover of Rapporto sugli Esports in Italia 2021
Report80 pages

Rapporto sugli Esports in Italia 2021

The Italian esports sector experienced a period of robust expansion and professionalization throughout 2021, demonstrating significant resilience despite the global challenges posed by the pandemic.

  • The Italian esports fanbase reached 1.62 million individuals aged 16–40 in 2021, with the 'avid fan' segment growing by 15% to 475,000 people.
  • Avid fans in Italy spend 62% more on gaming-related products and services monthly than the general fan base, maintaining an average of 3.3 gaming service accounts per user.
  • The competitive gaming landscape is highly volatile, experiencing a 72% year-over-year turnover in top-streamed titles as games like Call of Duty: Warzone gained traction alongside staples like League of Legends.
IIDEANov 2022
Cover of I Videogiochi in Italia nel 2016: Dati sul Mercato e sui Consumatori
Report19 pages

I Videogiochi in Italia nel 2016: Dati sul Mercato e sui Consumatori

The 2016 market analysis of the Italian video game industry, published by the trade association AESVI, provides a comprehensive overview of the sector’s economic performance and consumer demographics.

  • The Italian video game market generated over 1.03 billion euros in 2016, marking an 8.2% year-over-year growth.
  • Software sales reached 636 million euros, accounting for 61.8% of total revenue and growing 11.9% compared to 2015.
  • Digital software sales surged by 32.8% in 2016, now representing 45.6% of the total software market as physical sales declined by 1.1%.
AESVINov 2022
Cover of I Videogiochi in Italia: Dati sul Mercato e sui Consumatori 2017
Report29 pages

I Videogiochi in Italia: Dati sul Mercato e sui Consumatori 2017

The Italian video game industry demonstrated robust economic health in 2017, achieving a total turnover of nearly €1.5 billion.

  • The Italian video game market generated nearly €1.5 billion in total turnover in 2017, with software sales accounting for €1.049 billion and hardware for €428 million.
  • The industry reached a consumer base of 17 million people, representing 57 percent of the Italian population aged 16 to 64.
  • Action, shooter, and sports titles were the most popular genres among the diverse player base in 2017.
AESVINov 2022

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