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Player Demographics reports and market data

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Cover of Live Streaming Trend Report: Q3 2024
Report20 pages

Live Streaming Trend Report: Q3 2024

The analysis of live-streaming activity in the third quarter of 2024 demonstrates a robust rebound in overall viewership, with total hours watched rising 12 percent year-over-year to reach 8.5 billion.

  • Total live-streaming viewership reached 8.5 billion hours in Q3 2024, marking a 12 percent year-over-year increase.
  • Kick emerged as the third-largest streaming platform with 534 million hours watched, representing a 103 percent growth rate and a 6.3 percent market share.
  • Twitch experienced a 4 percent decline in viewership during Q3 2024, even as it hosted record-breaking subscriber events like ironmouse’s 320,000-follower marathon.
Stream HatchetSep 2024
Cover of U.S. Gamer Segmentation 2024 Edition
Report23 pages

U.S. Gamer Segmentation 2024 Edition

This analysis of the 2024 U.S. video gaming market identifies a resilient landscape where 71% of the population, or approximately 236.4 million people, engage with games.

  • The U.S. gaming population stands at 236.4 million people, representing 71% of the population, which is a slight decline from the 2020 peak of 74% but remains above 2018 levels.
  • Average weekly engagement has increased to 14.5 hours, up 1.8 hours since 2022, while average spending over a six-month period has risen to $56.20.
  • The market is shifting toward more dedicated segments, with a migration away from casual 'Incidental Players' and 'Daily Dabblers' toward 'Super Gamers' and 'Transitionals'.
CircanaAug 2024
Cover of The State of Adaptive Gaming
66 min
Naavik66 min

The State of Adaptive Gaming

The global gaming industry is undergoing a fundamental shift toward inclusive design, driven by the need to accommodate a player base that includes between 46 million and 300 million individuals with disabilities.

  • Gamers with disabilities represent a significant market segment, with estimates ranging from 46 million to 300 million individuals globally.
  • Inclusive design is a strong business growth strategy, as players with disabilities demonstrate higher brand loyalty and spend 2.3 times more on in-game purchases than the average player.
  • The industry is shifting from expensive, specialized hardware toward software-based accessibility solutions that leverage machine learning and mobile neural processing units for voice, gesture, and facial recognition.
NaavikJul 2024
Cover of Revolutionizing Youth Online Safety in Gaming with k-ID CEO Kieran Donovan
60 min
Deconstructor of Fun60 min

Revolutionizing Youth Online Safety in Gaming with k-ID CEO Kieran Donovan

The global gaming industry faces an increasingly fragmented and high-stakes regulatory environment regarding youth privacy and online safety.

  • k-ID has raised $51 million in capital within its first nine months of operation, including a $45 million Series A round led by Lightspeed Venture Partners and Andreessen Horowitz.
  • The company provides a cross-platform identity management infrastructure designed to replace ineffective age-gate mechanisms and ensure global regulatory compliance for youth online safety.
  • The platform utilizes a scalable SaaS business model that is free for indie developers, with tiered pricing structures for larger publishers.
Deconstructor of FunJul 2024
Cover of Global Gamer Study 2024: How Consumers Engage with Games Today
Report30 pages

Global Gamer Study 2024: How Consumers Engage with Games Today

This analysis examines global consumer engagement with video games, drawing on data from over 73,000 surveyed individuals across 36 markets.

  • Gaming is a primary entertainment pillar, with 80% of the global online population playing games and 85% engaging through play, viewing, or social communities.
  • Gen Alpha and Gen Z are the most active demographics, with over 90% engagement and Gen Alpha spending 5.2 hours per week on gaming, surpassing their time spent on social media.
  • A high-value segment of 'new game seekers' makes up 31% of PC and console players; these users are 50% more engaged than average players and 80% of them spend money on games monthly.
NewzooJul 2024
Cover of Age-Friendly Design for the 50-Plus Gamer
66 min
Game Developers Conference66 min

Age-Friendly Design for the 50-Plus Gamer

The video game industry faces a significant opportunity to engage the 52 million players in the United States aged 50 and older, a demographic that remains largely underserved and misrepresented.

  • The 50-plus demographic includes 52 million players in the United States, with the 26% of this group categorized as enthusiasts and immersives accounting for 45% of total spending.
  • Older gamers prioritize mental stimulation, social connection, and meaningful challenges over simplified content, requiring gameplay that respects their cognitive abilities.
  • Developers should move away from narrow, stereotypical character tropes and adopt authentic, diverse depictions of aging to better align with the expectations of this underserved audience.
Game Developers ConferenceMay 2024
Cover of How Gamers Discover What to Play
Report9 pages

How Gamers Discover What to Play

Video game marketing remains a vital component of the industry, though consumer preferences have shifted toward authentic, multi-channel discovery rather than traditional overt sales tactics.

  • Gamers utilize an average of four to five distinct information sources before purchasing a new title, reflecting a shift away from single-channel marketing reliance.
  • YouTube is the primary discovery platform for 52% of gamers and is ranked as the most trusted source of information.
  • Purchasing decisions are driven by risk mitigation, with 40% of players prioritizing established franchises and 25% favoring games from respected developers.
Big Games MachineMay 2024
Cover of 2023 Serbian Gaming Industry Report
Report73 pages

2023 Serbian Gaming Industry Report

The report demonstrates that Serbia’s gaming sector has experienced a dramatic expansion in 2023, with the workforce more than doubling from roughly 1,700 to over 4,300 employees.

  • Serbia’s gaming workforce grew significantly in 2023, more than doubling from approximately 1,700 to over 4,300 employees.
  • Industry revenue reached €175 million in 2023, a 17% year-on-year increase driven primarily by mobile titles and original intellectual property.
  • Mobile gaming dominates the market with a 60% share on Android, while large studios with 40+ staff capture the majority of industry profits.
SGAApr 2024
Cover of State of Mobile Gaming in Southeast Asia and India: 2023
Report2 pages

State of Mobile Gaming in Southeast Asia and India: 2023

The mobile gaming landscape across Southeast Asia and India represents a massive, high-growth ecosystem, currently serving 1.3 billion mobile users and generating 70 billion USD in annual revenue.

  • The Southeast Asian and Indian mobile gaming market comprises 1.3 billion users and generates 70 billion USD in annual revenue.
  • Mobile gaming titles in the region demonstrate high long-term engagement, with day-30 retention rates reaching 64% on iOS.
  • The region is experiencing a significant demographic shift characterized by a rapid increase in female player participation.
AppticaApr 2024
Cover of Africa Games Industry Report
Report72 pages

Africa Games Industry Report

The African video games industry represents a rapidly expanding mobile-first frontier, characterized by a player population that surged from 77 million in 2015 to 186 million in 2021.

  • The African gaming market is a high-growth mobile-first sector, with the player base expanding from 77 million in 2015 to 186 million in 2021 and annual revenues projected to exceed $1 billion by 2024.
  • Infrastructure instability remains the primary barrier to professionalization, with 60% of industry participants identifying poor power supply and high internet costs as critical obstacles to growth.
  • The industry is currently in a nascent, hobbyist-dominated state where 59% of developers have never secured external investment and only 36% earn a full-time living from their work.
Games Industry AfricaMar 2024
Cover of Level Up – Harnessing the Power of Gaming Audiences
Report26 pages

Level Up – Harnessing the Power of Gaming Audiences

The gaming industry has evolved into a mainstream entertainment pillar, commanding significant consumer time and offering a robust landscape for brand engagement.

  • Gaming is a mainstream U.S. medium, with 62% of adults aged 18–65 playing games multiple times per week.
  • Cross-platform engagement is high, as 77% of gamers use more than one device and 40% play across PC, console, and mobile platforms.
  • Two-thirds of gamers view in-game advertisements as having a neutral or positive impact on their experience, with 34% noting that product placement enhances realism.
ComscoreMar 2024
Cover of European Key Facts 2024: Video Games
Report40 pages

European Key Facts 2024: Video Games

The European video games industry represents a high-growth strategic sector that generated €26.8 billion in revenue in 2024, with digital channels accounting for 90% of all sales.

  • The European video games industry generated €26.8 billion in 2024, with digital channels accounting for 90% of total sales.
  • The sector supports 116,000 professionals across 6,000 studios and serves 127 million players, representing 54% of the European population.
  • Mobile gaming is the primary platform in the region, utilized by 71% of the total player base.
Video Games EuropeMar 2024

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