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Gaming Report

The role of gaming in young consumers’ lives is vital for all brands to understand. It’s rivaling TV for young adults—but arguably holds their attention in a much more exclusive way. It’s influencing them in ways far beyond the screen and is a huge opportunity for brands to get in on virtual spaces. (Hint: Gen Z and Millennial gamers love a virtual brand pop-up.)

YPulse’s 2025 Gaming Report discusses the different kinds of games young people play, where they’re playing and watching gaming content, and how they want brands to interact with their gaming worlds.

Download the full report for further insights

  • What devices young people are playing games on and what kinds of games they like to play
  • How much they're spending on video games
  • How they want brands to interact with the virtual worlds they play in
Report length: 23 pages, North America report is based on surveys of 1500 13-39-year-olds in the U.S. and Canada, fielded April 2025. Western Europe report is based on a survey of 2500 13-39-year-olds in the U.K., Italy, Spain, France, and Germany, fielded in April 2025

Additional survey content for Pro users: How young people feel about diversity in gaming, how young people have participated in game culture, and where young people are watching esports / gaming streams.

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

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