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Player Demographics reports and market data

295 documents·83 writers·10,093 charts and tables

Documents

Cover of For the Game
Report42 pages

For the Game

The global gaming industry is undergoing a transformative shift into a primary mass medium, projected to reach 3.5 billion players and $225 billion in revenue by 2025.

  • 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.
dentsuJan 2022
Cover of Key Insights Into South Korean Gamers
Report11 pages

Key Insights Into South Korean Gamers

South Korea represents the fourth largest gaming market globally by revenue, valued at $8.3 billion, with a highly engaged population of 33 million gamers.

  • South Korea is the world's fourth-largest gaming market, generating $8.3 billion in annual revenue from a highly engaged base of 33 million gamers.
  • Gaming is a deeply integrated social activity, with 76% of the online population participating, 48% both playing and watching content, and 22% specifically following esports.
  • Mobile is the primary platform for 59% of the online population, though PC gamers demonstrate higher engagement with an average of five hours of play per week.
NewzooJan 2022
Cover of Consumer Insights: Games & Esports 2022
Report18 pages

Consumer Insights: Games & Esports 2022

Gaming has evolved into a multi-dimensional entertainment ecosystem where traditional play is no longer the sole driver of engagement.

  • Gaming has become a primary entertainment ecosystem for 79% of the global online population, with Gen Alpha prioritizing gaming over social media and streaming video.
  • Consumer spending in the gaming sector is projected to exceed $200 billion in 2023, driven by a payer base that includes approximately 50% of Gen Alpha, Gen Z, and Millennial gamers.
  • Game worlds are increasingly used for social interaction rather than gameplay, with 75% of players and 44% of non-players utilizing these environments for non-gaming social engagement.
NewzooJan 2022
Cover of The New Destination to Reach Global Gamers: The 2021 Global Mobile Gamers Whitepaper
Report61 pages

The New Destination to Reach Global Gamers: The 2021 Global Mobile Gamers Whitepaper

Mobile gaming represents the largest and fastest-growing segment of the global entertainment industry, generating $93.2 billion in 2021 with a projected trajectory toward $126.1 billion by 2024.

  • 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.
NewzooJan 2022
Cover of Video Games – A Force for Good: Europe's Video Game Industry
Report19 pages

Video Games – A Force for Good: Europe's Video Game Industry

This analysis provides a comprehensive overview of the European video games industry as of 2021, detailing its economic impact, demographic reach, and social contributions.

  • The European video game market maintained a stable value of €23.3 billion in 2021, following the initial pandemic-driven surge.
  • The industry employs over 98,000 people across Europe, with 74,000 of those roles based within the EU.
  • Digital revenue dominates the sector, accounting for 81% of total market value through app-based gaming and in-game purchases.
Interactive Software Federation of EuropeJan 2022
Cover of Essential Video Game News: France (November 2021)
Report29 pages

Essential Video Game News: France (November 2021)

Video games have firmly established themselves as the primary digital leisure activity in France, with 73% of the population engaging in gaming as of 2021.

  • As of 2021, 73% of the French population engages in video games, with 58% of the population playing on a weekly basis.
  • Gaming has become a core family activity in France, evidenced by 77% of parents participating in gaming sessions with their children.
  • The adoption of parental control tools in France increased by 50% over the two-year period leading up to November 2021.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsNov 2021
Cover of Panel: UA & Retention: How to Pick the Ideal Tactic for Your Target Demographic
53 min
PocketGamer.biz53 min

Panel: UA & Retention: How to Pick the Ideal Tactic for Your Target Demographic

Effective user acquisition and retention in the mobile gaming sector require a strategic alignment between monetization models and specific payback windows.

  • Developers must align monetization models with specific payback windows, prioritizing rapid returns for hyper-casual titles and long-term lifetime value for midcore games.
  • Success in user acquisition relies on a formalized, iterative approach to creative testing to identify and scale concepts that resonate with target demographics.
  • Machine learning and AI are essential for automating bidding and hitting return on ad spend targets, though they require human oversight to manage channel volatility and performance tracking.
PocketGamer.bizOct 2021
Cover of Children's In-Game Spending: 2020 GameTrack Report
Report10 pages

Children's In-Game Spending: 2020 GameTrack Report

The 2020 GameTrack report, conducted by Ipsos for the Interactive Software Federation of Europe, examines trends in children’s in-game spending across major European markets, including the UK, France, Germany, Spain, and Italy.

  • The vast majority of children do not engage in in-game purchases, with 74% of parents reporting zero spending on extras in 2020.
  • Among the minority of children who do make in-game purchases, the average monthly expenditure rose to €33 in 2020, a €5 increase from the previous year.
  • Cosmetic or decorative items that do not impact gameplay are the most popular purchases, favored by 39% of children who spend money in games.
IpsosSep 2021
Cover of A Rising Market: Southeast Asia
Report25 pages

A Rising Market: Southeast Asia

The esports market in Southeast Asia is experiencing rapid growth, characterized by a mobile-first ecosystem and increasing institutional support.

  • 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.
NewzooJul 2021
Cover of Online Nation 2021 Report
Report185 pages

Online Nation 2021 Report

The Online Nation 2021 report provides a comprehensive analysis of the United Kingdom’s digital landscape during the 2020 pandemic, documenting a profound acceleration in internet dependency and digital transformation.

  • Adults spent significantly more time online in 2020 compared to 2019, with the 18-24 age group showing the largest increase, particularly during lockdown periods.
  • Despite a potential decrease, 6% of UK households (approximately 1.5 million) still lacked internet access in March 2021, though direct comparability with previous years is limited due to methodology changes.
  • Social video platforms are actively launching new features to maintain and build engagement, exemplified by Snapchat's 'Spotlight' which gained 100 million users by January 2021 and offers creators a share of $1 million daily.
OfcomJun 2021
Cover of Designing Games for Female Audiences | Renata Caldani, Maryna Iaremenko, & Joana Marques
33 min
GameMakers33 min

Designing Games for Female Audiences | Renata Caldani, Maryna Iaremenko, & Joana Marques

The female gaming demographic represents a significant and rapidly expanding segment of the global market, currently comprising over 50 percent of mobile players across a broad age range of 10 to 65.

  • Women now represent over 50 percent of the global mobile gaming market, spanning a broad age range from 10 to 65.
  • Female players are increasingly moving away from simplistic casual titles in favor of mid-core and hardcore gaming experiences, such as Genshin Impact and Minecraft.
  • To effectively capture this demographic, developers must abandon gendered marketing tropes and one-size-fits-all design philosophies in favor of data-driven, inclusive strategies.
GameMakersMar 2021
Cover of ROBLOX's $30 Billion Dollar Bet! - Why You Should Care About ROBLOX Going Public - Extra Credits
10 min
Extra Credits10 min

ROBLOX's $30 Billion Dollar Bet! - Why You Should Care About ROBLOX Going Public - Extra Credits

Roblox has emerged as a dominant force in the gaming industry, particularly among the youth demographic in the United States, where it captures approximately 75% of children aged 9 to 12.

  • Roblox captures approximately 75% of children aged 9 to 12 in the United States, cementing its status as a dominant social ecosystem with over 12 million user-generated experiences.
  • The company reached a valuation of roughly $29.5 billion upon going public, shifting its strategic priority from rapid user acquisition to meeting shareholder expectations for profitability.
  • In 2020, Roblox's revenue-sharing model incentivized developers to earn approximately $250 million, fueling a platform that grew to 36 million daily active users by the end of that year.
Extra CreditsMar 2021

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