fbpx
Sunday, December 22, 2024
HomeData & IntelligenceGames go beyond playing and become places to hang out and socialise

Games go beyond playing and become places to hang out and socialise

The latest gamer report by Newzoo shows just how much games are integrated in the lives of people around the world. Over a period of 2 months (Feb- April 2022) over 75.000 respondents across 36 countries have participated in the survey. The results give a fascinating insight in the lives and habits of gamers of all ages. 

Gamers are no longer just playing games or watching gameplay videos online. Gaming has become a much larger part of people’s everyday life. Being members of gaming communities, following influencers and streamers, meeting up in virtual game worlds, watching TV shows based on gaming IP and buying gaming-related clothing and merchandise are very much part of that. 

Definition of Generations

  • Gen Alpha (born 2010 or later / 10-12 y.o.)
  • Gen Z (born 1995-2009 / 13-27 y.o.)
  • Millennials (born 1981-1994/28-41 y.o.)
  • Gen X (born 1965-1980 / 42-53 y.o.)
  • Baby Boomers (born 1946-1965 / 54-65 y.o.)

With every new generation, gaming becomes a bigger and more important part of daily life. Games are now the main source of entertainment among Gen Alpha. Even more than social networking and streaming movies/series. In fact, 94% of Gen Alpha are defined as ‘games enthusiasts’. 

But games are no longer used just to play. 74% of players are using virtual worlds to connect with others while not playing. This also holds true for non-gamers. 44% of them are meeting up with others in game worlds without actually playing the game. According to Newzoo it’s this widespread acceptance of a virtual world as a valid way to socially interact that has led to Big Tech’s infatuation with the metaverse.

More insights on how gamers compare to non-gamers and across generations you can find it here.

Eric Bartelson
Eric Bartelson
Editor-in-Chief of PreMortem.Games. Veteran game journalist for over 20 years. Started out in 1999 for game magazines (yes the ones made of paper) such as PC Zone Benelux, PlayNation and GameQuest, before co-founding Dutch industry paper Control Magazine.
RELATED ARTICLES

Most Popular

Recent Comments