Datonics Research - Gaming

Gaming is a big-ticket holiday item with consoles like XBox and Nintendo Switch topping many holiday shopping lists. And though 2022 is predicted to be a slower year of growth for the gaming sector, gaming is still top of mind for many consumers.

In this edition of Datonics Research, we explore the gaming industry and associated consumer preferences. For more information on consumer behavior in the gaming category and more, please reach out to us here.

 Demographic Audience for Gaming

At a projected revenue stream of $200B in 2022, the gaming and video game market is at all-time highs reaching a whole new level of audiences. Current users are 73% male and 27% female, with the largest audience (34%) coming from the 18-24 year old bracket, which is likely underreported due to large amount of people under 18 who play video games.

Sixty percent of gamers play daily. Games are played across many devices: 73% own a console (PC, Xbox, PlayStation), 43% own a handheld device (iPhone, Android), 29% own a VR system.

 Gamer Types

  • Leisure gamers/Just for fun – casual player who plays online in their free time, 3-5 times a week. Younger demographic, split between male and female. Slowly progress in a game and may buy the newest version. Play for a short period of time and typically have other obligations.

  • Smartphone gamers – those who play games on their phones in bursts. This audience includes teens, adults with kids, and even older audiences including Baby Boomers.

  • High-volume gamers – will freely spend money on games for upgrades and higher rewards. 18-25 age range, spend 3-4 hours daily playing.

  • E-Sport competitor – Nationally ranked gamers who play in competition against others, play as a part- time job and may win prize money based on performance. Males make up 70% of this group and may have sponsorships. Spend 40+ hours a week playing primarily one game.