This report presents the key figures, behaviors, and preferences of gamers across entertainment. Graphics in this report show selected gamer segments, compared to relevant consumer segments across entertainment as appropriate. An accompanying Excel file provides country-by-country figures and data for 60+ additional gamer segments, including by games genre fandom, by games title, and by various gamer specific behaviors (e.g., multiplayer gamers, in-game item buyers, etc.)
Key data and insights included in this report:
- How media and entertainment companies can leverage cross-entertainment strategies to reach gamers
- Breakdown and analysis of the age and gender distribution of gamers
- How game buyers compare to other consumers when it comes to music, audio, social, and creator activities
- Time spent by gamers in content creation
- Where game genre fans overlap with genres of music, TV and film, sports, audiobooks, and podcasts
All survey data is this report is based on the MIDiA Research Q4 2023 Consumer survey, fielded in the US, UK, Australia, Canada, Germany, France, Sweden, South Korea, and Brazil and Q1 2024 Consumer survey fielded in the US, UK, Australia, Canada, Germany, France, Poland, Turkey, and South Africa. Data includes breakdowns by country, age, gender, types of gamers, game-related purchasing activity, popular games, genres, and crossover with other media.
Words: 3894 Pages: 26 Infographics: 15
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