Games consumption Q1 2022 Time spent takes centre stage
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20,000 foot view: Time spent on games is growing in importance as a key performance indicator for the games industry. Whether it is games subscription services deciding which titles and publishers to prioritise in terms of partnerships, or individual games assessing which distributor or console ecosystem to strike an exclusive deal with, right through to planning effective marketing campaigns and product strategies, the average time spent on games and the monitoring of relevant gamer segments will play an increasingly important role. With this in mind, MIDiA presents its inaugural annual games consumption model and report.
Key insights:
- Time spent games is becoming a pivotal as the games industry transitions unit-sales-led towards engagement-led business models
- In 2022, across US, UK, Canada, Australia, Germany, Sweden, Brazil, and South spent an average of hours week playing games
- US gamers the most weekly hours on while German players spent the of gamers accounted for of all weekly gamer hours in 2022
- Mobile gamers fewer weekly hours on games the gamer average, while console PC gamers both spent more
- High spec PC owners spent hours per on games in 2022, making the most engaged games technology segment
- Xbox owners the most time on games of all console owners, followed Nintendo owners hours) and PlayStation hours)
- Fans of world sandbox and RPG games the most weekly hours on while puzzle fans spent the
Companies and products mentioned: Among Us, Animal Crossing, Assassin’s Creed, Apex Legends, Call of Duty, Elden Ring Fall Guys, FIFA, FreeFire, GTA, Far Cry, Fortnite, League of Legends, Lost Ark, Madden NFL, Minecraft NBA Nintendo, PlayStation, Pokémon, PUBG, Red Dead Redemption, Roblox, Rocket League, Sonic, Spider-man, Super Mario, Valorant, and Xbox