- Report
- Behavioral
- Report
- Behavioral
Gaming Report
The role of gaming in young consumers’ lives is vital for all brands to understand. It’s rivaling TV in the Attention Economy—but arguably holds their attention in a much more exclusive way. (Can they really second screen while gaming?) It’s influencing them in ways far beyond the screen and is a huge opportunity for not just marketing efforts but education and mental health, too.
In this year’s Gaming report, YPulse discusses the different kinds of young game players, the roles that gaming plays in their lives, and the ways gamers want to see the industry change.
Download the full report for further insights
- Young people’s perceptions about gaming and how gaming has influenced their lives
- How many young people consider themselves “gamers” and key stats about gamers
- How many young men and women are playing games on a console, computer, or on mobile weekly
Additional survey content for Pro users: How many young people video game exclusively on a console or exclusively on a computer and their overall perceptions of gaming, how many young people are planning to buy a new gaming console in the coming months and which one they plan to buy, and how many young people watch video game tutorials, commentary, and gaming news.
The Data File also includes data split by the following demographics: Gender & Generation, Age Groups, Academic Status, Race, POC, Country, Urban/Rural Status, LGBTQ+, and Parent.
Recent years' reports on this topic
- 2026Gaming Report
- 2025Gaming Report
- 2024Gaming Report
- 2022Gaming Report
- 2021Gaming Report
- 2020Gaming Report