Download as pdf or txt
Download as pdf or txt
You are on page 1of 21

Newzoo's Generations Report:

How Different Generations


Engage with Games
Welcome to Our Generations Report!

Details of the Research


Gaming is massive and it’s only getting bigger. It is one of the world’s
most popular pastimes and consumers are engaging with games in more Methodology
ways than ever before.
Total sample: Representative sample of online population aged 10-
65/10-50 (coverage in regional and age scope differs by market)
But gaming isn’t just for younger generations. While Gen Z and
Millennials are much more likely to spend their free time on gaming than
Sample size: n=72,068 (33 markets)
any other form of entertainment, there is a growing number of older
consumers (re)engaging with games.
Computer Assisted Web Interviewing (CAWI): Fieldwork
conducted in Jan-Apr 2021
Unlike other forms of entertainment, games fulfill a wide range of
needs. Not only are games a means for relaxing, escapism, and filling Generations:
time, they also provide spaces to socialize, compete, and create— • Gen Z (10-24 y.o.) (n=22,652)
especially for digital-native generations. • Millennials (25-40 y.o.) (n=26,123)
• Gen X (41-55 y.o.) (n=16,854)
To that end, there is more to gaming than simply playing. And the future • Baby Boomers (56-65 y.o.) (n=6,439)
looks bright and transformative. With emerging technologies and the
burgeoning metaverse trend, gaming is developing further into a virtual Country scope
space that empowers entertainment and social interaction. Our sector is
blurring the lines between traditional and contemporary forms of 33 markets:
entertainment and the whole spectrum of generations is on board.
North America: United States and Canada

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

2
© 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.

25% 67% 79%


Share of leisure time that Gen Z of Millennial gamers play games of Baby Boomers play single-
spend gaming vs. & watch video game content vs. player mode most often on PC
10% of Baby Boomers 51% of Gen X games vs. 45% of Gen Z

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

% Leisure Time Spent per Entertainment Platform (Outside of Work)


Base: Total sample

Gen Z Millennials Gen X Baby Boomers

11% 11% 12% Key Insights


18% Traditional entertainment Gaming has flourished into the focal
14% 14% point of entertainment and leisure
15% Reading time. Younger generations spend a
14% significant amount of time on more
15% 17% Listening to music modern forms of gaming engagement,
24% including viewing game content and
Watching broadcast TV socializing in-game. However, they still
17% spend more time playing than any
19% 35%
other form of gaming engagement.
Modern entertainment
18%
In fact, Gen Z and Millennials cite that
18% Streaming movies/series they spend more leisure time playing
18%
14% games than using social media or
14% Social networks streaming movies and TV series.
31% Games therefore represent an
25% 21%
8%
Playing video games important way for brands to reach
18%
10% their current audience (or target new
ones).

Source: Newzoo CI Games & Esports (*Global=weighted average across 33 markets).


Total sample: Representative sample of online population aged 10-65/10-50 (coverage in regional and age scope differs by market) 5
© Newzoo 2021
Base: Total sample (n=72,068), Gen Z (n=22,652), Millennials (n=26,123), Gen X (n=16,854), Baby Boomers (n=6,439)
8/10 Gen Z and Millennial Consumers Are Playing Video Games
Consumers under 40 average around 7 hours of playtime a week, significantly more than older gamers

Share of Each Group that Played Games in the Past 6 Months


Base: Total sample

Gen Z Gen X
Key Insights

A remarkable 81% of Gen Z


reports playing games. While
Average play Average play this share decreases with each
81% time/week 60% time/week older generation, an impressive
42% of Baby Boomers play
gamers gamers
7:20h 4:25h
games.

We see a similar trend for time


spent playing: the older the
generation, the less time they
dedicate to playing games every
week. On average, Gen Z spends
7 hours and 20 minutes playing
Millennials Baby Boomers
games—half an hour more than
the Millennial average. This
makes sense as Millennials—
while still digital-native—
typically have less leisure time
Average play Average play due to full-time work and other
77% time/week 42% time/week life commitments. Meanwhile,
Baby Boomers play for just 2-
gamers gamers and-a-half hours per week; they
6:50h 2:30h tend to dedicate more leisure
time to more traditional forms of
entertainment.

Source: Newzoo CI Games & Esports (*Global=weighted average across 33 markets).


Total sample: Representative sample of online population aged 10-65/10-50 (coverage in regional and age scope differs by market) 6
© Newzoo 2021
Base: Total sample (n=72,068), Gen Z (n=22,652), Millennials (n=26,123), Gen X (n=16,854), Baby Boomers (n=6,439)
Gen Z and Millennials Use a Wide Variety of Platforms to Play
Younger generations are the mostly likely to spend on games too

% Players by Platform (past 6 months)


Base: Total sample

Gen Z Millennials Gen X Baby Boomers

77%
73%
68%
63%
58%
54%
54% Who's Paying?
44%
36% Gen Z 69%
34%
27% Millennials 70%

14% Gen X 52%


Baby Boomers 29%

Share that spent money on games


on any platform in last 6 months
PC Console Mobile PC Console Mobile PC Console Mobile PC Console Mobile Base: Total players

Source: Newzoo CI Games & Esports (*Global=weighted average across 33 markets).


Total sample: Representative sample of online population aged 10-65/10-50 (coverage in regional and age scope differs by market) 7
© Newzoo 2021
Base: Total sample (n=72,068), Gen Z (n=22,652), Millennials (n=26,123), Gen X (n=16,854), Baby Boomers (n=6,439)
Base: Total players (n=52,000), Gen Z (n=18,598), Millennials (n=20,451), Gen X (n=10,416), Baby Boomers (n=2,535)
2. Gamers have diverse profiles and wish
to engage beyond just playing

© Newzoo 2021
Understanding the Multi-Dimensional Needs of Today’s Gamers
Game Fans

Newzoo’s Gamer Segmentation™


The Ultimate Gamer The All-Round Enthusiast The Community Gamer
“Gaming is in my DNA! There are “I am interested in all forms of “If it's game-related, I'm there! News,
few things I love more. I spend my gaming, from playing to watching videos, podcasts, forums, games—I love
free time and money on games.” and everything in between.” it all. And I'll never shy away from a
Now more multi-dimensional and community discussion!”
fragmented than ever, gamers are not
interchangeable. Community Regular Players
engagement, socializing, esports, and
gaming video content are as important as
playing. Hardware and peripheral
ownership is, in many cases, another vital
The Hardware Enthusiast The Bargain Buyer
component of the fun. These new
“I am always following the latest “I enjoy playing high-quality games,
dimensions of gaming demand a new set hardware news and trends. preferably free-to-play or
Whether it’s for work or play, I want discounted titles. I will only spend
of Gamer Personas that capture gamers’ an optimized experience.” on hardware when necessary.”
unique, passionate fans and their needs.
Casual Gamers

The Backseat Viewer The Popcorn Gamer The Time Filler


“I used to game a lot. Whenever I “Playing video games may not be “I only game when I have time to spare
watch a big esports event and my favorite hobby, but I definitely or at social events. Mobile games are
watch others playing games, that enjoy watching others play.” my go-to.”
passion is reignited.”
9
© Newzoo 2021
Young Gamers Have More Diverse Engagement Styles than Older Ones
Young game enthusiasts engage through communities, viewing, and playing, while older gamers engage casually by playing

Share of Each Persona Per Generation


Base: Game Enthusiast
Gen Z Millennials Gen X Baby Boomers

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%

Source: Newzoo CI Games & Esports (*Global=weighted average across 33 markets).


Base: Game Enthusiasts (n=54,384), Gen Z (n=19,472), Millennials (n=21,332), Gen X (n=10,908), Baby Boomers (n=2,627) 10
© Newzoo 2021
Game Enthusiast = All people who engage with gaming content through playing, viewing, and/or owning.
Viewing and Playing Go Hand in Hand for Younger Gamers
Over 2/3 of young game enthusiasts both watch and play games

Generation Z Millennials

Overlap of Players & Viewers* Overlap of Players & Viewers*


As a share of both groups combined As a share of both groups combined

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.

Many young gamers see this lifestyle as


Top gaming content watched Top gaming content watched aspirational. Platforms like Twitch and
Base: Viewers Base: Viewers YouTube allow for more interaction
between fans and creators than more
traditional cultural figures, strengthening
1. Gameplay (53%) 1. Gameplay (53%) the connection between viewers and
streamers.
2. Comedic gaming videos/compilations (44%) 2. Comedic gaming videos/compilations (43%)

3. Favorite streamers/content creators (43%) 3. Favorite streamers/content creators (39%)

*Viewers: Those watching live streamed or pre-recorded gaming video content

Source: Newzoo CI Games & Esports (*Global=weighted average across 33 markets). 11


© Newzoo 2021
Base: Players and/or Viewers (n=54,384), Gen Z (n=19,472), Millennials (n=21,332), Gen X (n=10,908), Baby Boomers (n=2,672)
Base: Viewers (n=35,727), Gen Z (n=14,673), Millennials (n=15,096), Gen X (n=5,284), Baby Boomers (n=674)
Older Generations Watch Game Content for More Practical Reasons
Reviews are relatively more popular with Baby Boomers than any other generation

Generation X Baby Boomers

Overlap of Players & Viewers* Overlap of Players & Viewers*


As a share of both groups combined As a share of both groups combined

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%)

2. Tips & tricks (35%) 2. Gameplay (28%)

3. Comedic gaming videos/compilations (34%) 3. Tips & tricks (27%)

*Viewers: Those watching live streamed or pre-recorded gaming video content

Source: Newzoo CI Games & Esports (*Global=weighted average across 33 markets). 12


© Newzoo 2021
Base: Players and/or Viewers (n=54,384), Gen Z (n=19,472), Millennials (n=21,332), Gen X (n=10,908), Baby Boomers (n=2,672)
Base: Viewers (n=35,727), Gen Z (n=14,673), Millennials (n=15,096), Gen X (n=5,284), Baby Boomers (n=674)
Gaming is Part of Day-to-Day Social Life and Identity
Engagement goes even further than playing or viewing for younger generations

Past 6 Months Social Gaming Engagement (% Often/Sometimes) Gen Z Millennials Gen X Baby Boomers
Base: PC, console, or mobile players

66%
61%

51% 51% 50% 50%


46%

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

Source: Newzoo CI Games & Esports (*Global=weighted average across 33 markets).


© Newzoo 2021
Base: Mobile, console, or PC gamers (n=52,000), Gen Z (n=18,598), Millennials (n=20,451), Gen X (n=10,416), Baby Boomers (n=2,535)
3. Games fulfill a wide range of needs
for all generations

© 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

Reasons to Play Games


Base: Mobile, Console or PC Gamers

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%

Unwinding Achievement Competition Social Action Immersion Creativity

Source: Newzoo CI Games & Esports (*Global=weighted average across 33 markets). 15


© Newzoo 2021
Base: Mobile, console, or PC gamers (n=52,000), Gen Z (n=18,598), Millennials (n=20,451), Gen X (n=10,416), Baby Boomers (n=2,535)
Different Needs Are Reflected in Generations' Preferred Game Modes
Driven by social and competitive aspects, younger generations are more likely to play multiplayer titles

Game Mode Played Most per Platform


Base: Mobile, console, or PC Gamers

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.

Source: Newzoo CI Games & Esports (*Global=weighted average across 33 markets).


© Newzoo 2021
Base: Mobile, console, or PC gamers (n=52,000), Gen Z (n=18,598), Millennials (n=20,451), Gen X (n=10,416), Baby Boomers (n=2,535) 16
Gen Z Favor Genres That Empower Creative Freedom & Socialization
These tend to be more core genres like Battle Royale & Sandbox, while older gamers prefer casual genres like Puzzle & Match

Gen Z Millennials Gen X Baby Boomers

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

*Played in the past 6 months

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.

Source: Newzoo CI Games & Esports (*Global=weighted average across 33 markets). 17


© Newzoo 2021
Base: Mobile, console, or PC gamers (n=44,663), Gen Z (n=8,625), Millennials (n=20,903), Gen X (n=12,268), Baby Boomers (n=2,861)
4. Gaming as a form of entertainment is
ready for its next big innovation

© 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.

The next stage for gaming—and perhaps the


Gen Z Millennials Gen X 70% internet as a whole—is the metaverse. In terms of
gaming, we recognize the metaverse trend as the
63%
growing importance of virtual (game) worlds and
digital persistence in unlocking creative spaces and
52% identities for social experiences.
50%
Put simply, the metaverse integrates non-gaming
experiences, such as virtual concerts and fashion
37% shows, into games. The broad appeal of non-
gaming experiences is powerful: activities like
28% virtual concerts attract non-gamers in a way games

70%
themselves cannot.

Publishers are organizing and creating these non-


of Gen Z gamers
gaming experiences, while players are
expect to hang out
driving metaverse-like experiences by using games
in game worlds
as a platform to express their identity, host social
without gaming vs.
events, or create their own games and modes..
52% of Gen X

Want to learn more about the Metaverse?


Base: Consumers aged 14-50 Check out our free Report here.

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

Interest in Game World Activities (% Interested/Very Interested)


Base: Consumers aged 14-50 who are open to socialize in game worlds

Gen Z Millennials Gen X

#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%)

Most Anticipated Metaverse Features/Benefits (Mean score out of 7)


Base: Consumers aged 14-50 who are open to socialize in game worlds

Gen Z Millennials Gen X

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)
Get Access to the Largest Gamer Research Study in the World
Understand your audiences’ gaming behaviors, motivations, demographics, spending profile, and more

Explore gaming behaviors & motivations 33


Markets covered
Identify your most valuable target audiences

Stay ahead of industry trends and patterns 200+


Variables included

Includes dashboard access, Newzoo platform


access and dedicated client support.
10+
Years of gamer
research experience

Get the details here.

21
© Newzoo 2021

You might also like