Gamers Are More Than Just Anti-Social Young Men in…
Gaming is more than a pastime, it’s an industry that generates billions of dollars annually and has become an integral part of the entertainment landscape. Many people still have preconceived notions about gamers, thinking that they are anti-social young men spending their lives alone in a basement. But those stereotypes are starting to crumble as more and more people of all ages and genders engage with video games in meaningful ways.
In fact, our survey finds that American respondents between the ages of 36 to 50 dedicate 21% of their entertainment leisure time to gaming, nearly equaling the amount of time they spend watching television. And even in the 51 to 65 age group, gaming is the top form of entertainment, surpassing both social media and streaming TV and movies.
Whether it’s for relaxation, to unwind or as an escape from everyday life, gamers are using their gaming experience to fill multiple needs and want to be a part of the community that surrounds them. They are looking for a new challenge or adventure, the ability to test their skills or to just enjoy the fun and excitement of their favorite games.
There are four personas that make up our gaming population: Achievers, Explorers, Socializers and Killers. Each type of gamer has unique motivations and playing styles. Understanding these personas is crucial for those who want to design, develop and market video games. Achievers are highly impulsive and have high self-esteem, so they often play for the instant gratification that comes with success or victory. They tend to play casual or free-to-play games and are less interested in role-playing or socializing.
Explorers are all about the exploration of detailed, immersive gaming worlds and completing the game’s main storyline. They also seek out the best graphics, challenging gameplay and a unique experience. They are the largest gaming persona by a wide margin, with 59% of them being male and 14% identifying as non-binary. Battle Royale has regained the number one spot as their genre of choice and high-score chasing rounds out their top reasons for playing.
Observers are all about the visual side of video gaming, and they consume more content than any other persona in our study. They watch streaming and gaming content, especially esports competitions. They do not play as much as the other personas, but they are a critical part of the gaming ecosystem because they can spur others to pick up their controllers. They are more likely to be female and are in the 21-25 age range. They spend a lot of time on mobile gaming and do not purchase the hardware or esports content that the other personas do. They are a key audience for the gaming industry and should be carefully targeted.