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Newzoo Gamer Generations Report
Newzoo Gamer Generations Report
EMEA: United Kingdom, Germany, France, Spain, Italy, Netherlands, Belgium, Poland, Turkey,
Sweden, Russia, Saudi Arabia, South Africa, United Arab Emirates, and Finland.
APAC: China, South Korea, Japan, Indonesia, Taiwan, Philippines, Vietnam, Singapore, Thailand,
Malaysia, India, Australia, and New Zealand.
Jutta Jakob, Head of Consumer Insights Latin America: Brazil, Mexico, and Argentina
Newzoo
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© Newzoo 2021
How Does Engagement with Video Games Differ by Generation?
1 2 3
Gaming takes a larger share of leisure The younger the generation, the more Most people play to unwind, but younger
time with younger generations diverse their gaming engagement generations have many motivations
Games are a major form of entertainment for Gamers have diverse demographic profiles and Across all generations, relaxing and unwinding is
all consumers. This is especially true for engage with the pastime in many ways beyond the most common reason for playing games. A
younger generations, who spend more leisure playing. whopping 92% of Baby Boomers who games
time on games than on any other report playing to relax.
entertainment medium. In fact, the share of Most older generations tend to play games
time spent on gaming increases with each new more casually, typically playing on mobile to While younger generations do play to unwind,
generation. fill time. In contrast, younger generations tend they are also motivated by other reasons,
to engage with gaming in many other including competition, socializing, and a sense of
For brands and advertisers, games present ways, including viewing game-related content, achievement. This is one of the reasons younger
strong opportunities for reaching a broad, discussing the latest developments in gamers are more likely to play multiplayer games.
diverse audience. These opportunities will only community spaces, listening to podcasts, and
increase as games continue to dominate discussing video games with their friends.
consumers’ mindshare and leisure time.
3
© Newzoo 2021
1. Games offer a form of entertainment for
all generations
© Newzoo 2021
Gaming Takes Larger Share of Leisure Time with Each Generation
Gen Z and Millennials spend more time gaming than on any other form of entertainment
Gen Z Gen X
Key Insights
77%
73%
68%
63%
58%
54%
54% Who's Paying?
44%
36% Gen Z 69%
34%
27% Millennials 70%
© Newzoo 2021
Understanding the Multi-Dimensional Needs of Today’s Gamers
Game Fans
5% 4% 5% 4%
The Backseat Viewer
9%
16% 14% 13%
Casual
The Popcorn Gamer
Gamers
16% 19%
The Time Filler
38%
The Bargain Buyer
(formerly The Subscriber) 20% 66%
Regular 23%
Players
The Hardware Enthusiast
Share of Game Enthusiasts
11%
10% 17% that are Women
The Community Gamer -
New Persona Gen Z 45%
11% 11%
Game 9% Millennials 45%
Fans The All-Round Enthusiast
9% 8% 10% Gen X 45%
7%
Baby Boomers 53%
The Ultimate Gamer 5% 4%
11% 12%
3%
6% 2%
1%
Generation Z Millennials
Key Insights
The majority of Gen Z and Millennial The
25% 71% 4%
View 29% 67% 4%
View
majority of Gen Z and Millennial gamers
both play and watch gaming content. For
Play Only Play & Only Play Only Play & Only many younger gamers, gaming content
View View
creators are the new rock stars. Streamers
like Ninja and Pokimane are building large
followings by doing what they love:
playing games in front of an engaged
audience.
Key Insights
44% 51% 5%
Viewing 77% 19% 4%
Play Only Play & Viewing Older gamers are less likely to
Only Play Only Play & Only
View View
watch game-related video content
than their younger counterparts.
Still, more than half of Gen X
gamers watch, but this drops
dramatically to just under a
quarter for Baby Boomers.
Practical content tends to be more
Top gaming content watched popular with these older
Top gaming content watched generations, who are more likely
Base: Viewers Base: Viewers to watch tips and tricks on how to
proceed in a game and reviews to
inform purchasing decisions.
1. Gameplay (45%) 1. Reviews (31%)
Past 6 Months Social Gaming Engagement (% Often/Sometimes) Gen Z Millennials Gen X Baby Boomers
Base: PC, console, or mobile players
66%
61%
34% 34%
40%
27%
16%
13%
of Generation Z and 37% of Millennial gamers
indicate that they engage with games often,
whether by talking about games, visiting
online communities, website, and blogs, or
listening to podcasts. These shares are
significantly higher than those for Gen X Talked about video games with Visited websites/blogs or listened to Visited online gaming community
gamers (22%) or Baby Boomer gamers (10%). family, friends, or other significant podcasts to keep up to date with websites or social media groups
others gaming news
© Newzoo 2021
Games Fulfill a Wide Range of Needs for Every Generation
Young players turn to games to socialize, compete, and create, while older gamers primarily play to unwind & relax
Key Insights
Gen Z Millennials Gen X Baby Boomers Unwinding and relaxing is the top reason for playing
across all generations. It is also the only answer more
prevalent among Gen X and Baby Boomers. All other
motivations tend to decrease as gamers age, with
younger gamers more likely to turn to games for
competition, socializing, and accomplishment. This
92% makes sense, as esports, viewership, and community
89%
85% 84% aspects of games are usually more important for
younger generations. Immersion and creativity,
important motivations for the metaverse, are also
higher among younger gamers.
54% 53%
45% 46%
44%
41% 39%
35% 34%
30% 32% 34%
29%
25% 25% 24%
20% 20% 19%
18%
13% 11% 11%
5%
Key Insights
Single player mode Multiplayer mode
As younger gamers love to play to
socialize and compete, it’s no surprise
that they enjoy multiplayer game
modes. Multiplayer games are also the
Gen Z Millennials Gen X Baby Boomers de-facto titles for many top streamers,
which—as we’ve discussed—are more
popular among younger groups.
58% 59% 71% 86%
Mobile Just like in real-world spaces,
57% 54% 34% 14% everybody needs a moment to
themselves sometimes. While Older
generations tend to prefer single-
player games, they are also popular
49% 51% 57% 67% with younger generations, just to a
Console lesser degree.
48% 44% 33% 16%
Older players are more driven by
casual reasons to play, such
as relaxing and unwinding. Therefore,
59% 79% they prefer single-player experiences
45% 48%
PC to multiplayer ones, which tend to be
more competitive than relaxing in
55% 53% 37% 14%
many cases.
Genres Played*
Genres generations
over index on Battle Royale Sandbox MOBA Role-playing Strategy Adventure Puzzle Shooter Sports Match Puzzle Tabletop games
Franchises Played*
Franchises generations
over index on
Key Insights
Many Millennials likely remember levels from their favorite childhood Modern games are blending the digital and physical worlds.
games better than a map of their hometown. But this is just the tip of Interactions in digital worlds are increasingly mirroring real-world
the iceberg compared to gaming experiences Gen Z are growing up interaction. As more games innovate in these spaces, consumers
with. will spend even more time in these virtual worlds—a trend that has
been accelerated (but not caused) by the pandemic.
For a long time, there was a clear boundary between game worlds and
the real world. Titles like Fortnite, Roblox, and Minecraft are blurring The possibilities for brands and publishers to reach new
these lines, allowing gamers to socialize digitally by meeting up with audiences are practically endless. In fact, both groups are getting
friends, creating, competing, exploring, and even watching musical more involved. Simply put: we are collectively participating more
performances together. in simulated worlds, which brings us to one of gaming’s hottest
trends: the metaverse.
© Newzoo 2021
The Metaverse: The Next Big Innovation in Gaming?
Gamers are currently hanging out in game worlds and more expect to do so
The Metaverse
Hanging out currently in game worlds Expect to hang out in the future in game
without playing the main game worlds without playing the main game
Gaming has evolved over the last decade
(% occasionally/often)
to become an experience, encompassing playing,
viewing, and socializing.
70%
themselves cannot.
Source: Newzooo Mini Survey: Metaverse and VR (United States, United Kingdom, China, Japan) 19
© Newzoo 2021
Base: Consumers aged 14 - 50 (n=5,797), Gen Z (14 – 24 year old, n=1,669), Millennials (n=2,658), Gen X (n=1,470)
The Metaverse is Creating New Opportunities to Engage with Consumers
The metaverse is pushing boundaries for digital socializing, entertainment, and self-expression
#1 Attending a get-together with friends (76%) Attending a get-together with friends (74%) Getting together with family to catch up (75%)
Consumers under 50 are interested in
similar activities in the metaverse.
#2 Watching a film or TV show (75%) Getting together with family to catch up (74%) Attending a get-together with friends (71%) Publishers could consider prioritizing a
few modalities around socializing and
watch parties.
#3 Hosting special events (73%) Hosting special events (71%) Watching a film or TV show (69%)
Ability to choose your avatar's physical Ability to choose your avatar's physical Free content and special offers by
#1 All generations are interested in free
appearance (5.39) appearance (5.27) advertisers/sponsors (5.20)
content and special offers from
advertisers.
Free content and special offers by Ability to choose your avatar's physical Brands could consider tying their brand
#2 Ability to create content for other players (5.32)
advertisers/sponsors (5.21) appearance (5.15) placement to free content/items.
Free content and special offers by Special credits allowing to buy items in one
#3 Ability to create content for other players (5.14)
advertisers/sponsors (5.29) game, and take them into others (5.21)
Source: Newzooo Mini Survey: Metaverse and VR (United States, United Kingdom, China, Japan)
© Newzoo 2021 20
Base: Consumers aged 14 - 50 (n=5,797), Gen Z (14 – 24-year-old, n=1,669), Millennials (n=2,658), Gen X (n=1,470)
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© Newzoo 2021