Behavioral REPORT

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.

  • 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

PREVIOUS REPORTS
Article
Report
Article
Report
Article
Report

Get the Research

BEHAVIORAL REPORT
Gaming Report
Content
Download report (PDF)
Data
Download data (XLS)
Explore data online
Content
Download report (PDF)
Data
Download data (XLS)
Explore data online

Enter your colleagues' emails (max 10) to invite them to sign up for a YPulse account. We'll send them a message and let them know you invited them.

plus-circle Created with Sketch Beta.

Are these emails correct? If so, click Submit Invitation(s)?