Reports Games

Gamers' time Where it is and how to get it

Karol Severin
Cover image for Gamers' time
Report Synopsis Presentation Spreadsheet

Get full access to this report and assets

Already a MIDiA client? Login here to view this report.

If you are interested this report, or related reports such as Profiling smart-TV owning gamers , Podcasts and gamers How audio can propel the gaming universe and Profiling gamers by platform get in touch today to enquire about a report bundle.

20,000 foot view: With the attention economy saturated, there is next to no incremental entertainment time up for grabs. This comes precisely at a time when more games depend on growing time spent. As games are only the fifth most consumed entertainment activity among PC and console gamers, the path for games to meaningfully grow time spent is to absorb consumers’ time spent on other entertainment formats. This report looks at how much more time is still available and where gamers spend it, and includes examples of how cross-entertainment integration can help games grow this business-critical metric.

Key data and insights included in this report:

  • Comparison of PC and console gamers against the consumer average hours spent on different entertainment formats
  • Benefits and implications seen for gaming if overall time spent on entertainment is increased
  • Analysis of console gamers’ weekly time spent playing games
  • Weekly hour allocation of all consumers compared to different gamer types, including time spent working / studying, sleeping, commuting, etc.
  • Comparison of hours spent on entertainment formats by different games genre fans

All survey data is based on MIDiA Research Consumer Survey Q4 2023 fielded in US, UK, Australia, Canada, Germany, France, Sweden, South Korea, and Brazil. Data includes breakdowns by age, gender, and gamer segments.

Table of contents:

  • Number of words: 3064
  • Number of pages: 16
  • Number of infographics: 3

Figure 1: The gamer entertainment engagement portfolio 

Figure 2: Uncovering engagement opportunities as available time comes under pressure

Figure 3: The opportunity outside of a games' native entertainment format
Implications

Companies and products mentioned in this report:  Apple, Disney+, Final Fantasy, Fortnite, Google, Roblox, Halo, The Last of Us, Netflix, Patchwork, Pluto TV, Sony, Spider-Man, Unreal Engine Editor for Fortnite, and WYSIWYG