Key Insights Into U.K. Gamers
Download PDFNov, 2022 © Newzoo 2022
Consumer Insights –Games & Esports
• Global coverage with
• Dozens of KPIs including more than 200 variables capturing
• surveyed on their gaming behavior and attitudes
• , including funnel metrics and audience profiles
• Easy -to -use access
JAPAN MEXICO BRAZIL ARGENTINA CHILE COLOMBIA AUSTRALIA NEW ZEALAND CHINA
INDIA SOUTH KOREA THAILAND TAIWAN INDONESIA VIETNAM MALAYSIA PHILIPPINES SINGAPORE
POLAND UNITEDSTATES CANADA UNITED KINGDOM GERMANY FRANCE SPAIN ITALY RUSSIA
SOUTH AFRICA NETHERLANDS BELGIUM SWEDEN FINLAND TÜRKIYE EGYPT SAUDI ARABIA UNITED ARAB EMIRATES
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Welcome to our market insights report series!
Gaming is among the world’s biggest entertainment and media platforms. An in -depth understanding
of the complex gaming landscape is crucial to identify the most valuable opportunities gaming
audiences have to offer. This understanding is not only important for game publishers and developers
but also for any company wanting to reach and authentically engage with the broadest and most
diverse subset of the world’s population.
In each of these reports, we will dive into one of the markets covered in our Consumer Insights –
Games & Esports research, which covers 36 diverse markets around the globe. This series of reports
will include some high -level takeaways from this research along with insights taken from our Global
Games Market Report and Newzoo Expert .
The data contained in these reports is a snapshot of the much broader scope of data we cover on
global gamers. Please contact us if you would like to learn more about Newzoo Consumer Insights –
Games & Esports or any of the other products covered in this report.
We hope you enjoy the report!
, Head of Consumer Insights
Newzoo
• Players and Revenues in 2022
• Gaming Engagement
• Playing and Viewing Behavior
• Gaming Persona Distribution
• Demographics and Motivations to Play
• Platform Play Behavior
• Top Games & Genres
• Payers and Paying Motivation
• Looking for More Gamer Insights?
• About Newzoo
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in the world
in the world
Newzoo Global Games Market Report | November 2022
Market estimates and forecasts are included for markets/countries.
© Newzoo 2022
1Game Enthusiasts are consumers who engage with
gaming through playing, viewing, owning, and/or
social behavior.
2Other gaming engagement includes visiting online gaming communities, discussing video
games with family and friends, listening to gaming podcasts, and attending large in -person
gaming conventions.
Consumer Insights –Games & Esports 2022
Total online population aged 10 -65 (n=2,010)
© Newzoo 2022
Only Viewing
Playing &Viewing
Consumer Insights –Games & Esports 2022
Total online population aged 10 -65 (n=2,010)
TotalPlayers TotalViewers EsportsAudience EsportsEnthusiasts
Viewers are those that watch live -streamed or pre -recorded gaming video content in the past 12 months.
Esports Audience are those that watch professional competitive gaming (esports) video content in the past 12 months.
Esports Enthusiasts are those that watch gaming (esports) video content once a month or more.
Over a third of the U.K. online
population view gaming video
content (36%), with 15% watching
esports content.
A very similar share only play
video games and don’t view
gaming video content (36%) to
those who play and view (35%).
On the other hand, just viewing
gaming video content is not
common (1%) in this market.
Only Playing
© Newzoo 2022
Newzoo’s proprietary gamer segmentation wherein playing, viewing, owning, and socializing/other gaming
engagement are the four main dimensions for classification.
Gaming Persona Distribution in United Kingdom
Consumer Insights –Games & Esports 2022
Total online population aged 10-65 (n= 2,010 )
While all Newzoo gaming personas are represented,
Time Fillers stand out as the most common persona
followed by Mainstream Gamers.
Being the most common persona, Time Fillers are more
casually engaged with playing and less interested in
viewing, while Mainstream Gamers spend a significant
amount of time playing and viewing gaming video
content.
© Newzoo 2022 Consumer Insights –Games & Esports 2022 Those who have played video games on a PC, console, or mobile in the past 6 months (n=1,395)
10-20 21-35 36-50 51-65
Male Female Non -Binary/Other
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% Past 6 months players
Total online population aged 10 -65 (n=2,010 )
Consumer Insights –Games & Esports 2022
29% 46% 41%
Mobile Console PC
Base: Players of each platform
(Past 6 months)
Mobile players (n=905); Console players (n=806); PC players (n=569)
5h 10mins 3h 59mins 5h 42 mins
Mobile Console PC
© Newzoo 2022
Newzoo Expert –October 2022
PC, PS 4, PS 5, Xbox One, Xbox Series X|S
Want more in -depth games data like
© Newzoo 2021
Consumer Insights –Games & Esports 2022
Those who have played video games on aPC, console, or mobile in the past 6months (n= 1,395 ), Total payers (past 6months) (n= 883 )
For a sale / special offer / good price
Play with friends or family
Unlock extra / exclusive playable content
Personalize characters or things built in -game
Access a subscription
Base: Total Payers (past 6 months) Base: Players (past 6 months)
Unlock the
of gamers in 36
key markets . 1Payers :Past 6months players who, on average, spend money on amonthly basis on games on aPC, console, or mobile device . Spending money includes gifts, downloadable content, subscriptions, and other micro – transactions .
is
the top motivator to spend money on
games in the United Kingdom.
Meanwhile, over a quarter spend money
on games to play with friends or family
which highlights the importance of the
social aspects of video games to payers
in this market.
© Newzoo 2022
Profile Gamers in your Target Markets with the Most Comprehensive Games Research Based on 75,000 + Consumers
JP
NL
IT
BE AU
DE
CA
FR FI
UK US TW
PL
NZ
SE SG
ES
KR
ID
TH
VN
PH MY
IN
ZA
BR
MX
TR
SA
AE AR
EG CL CO CN
RU
Markets
Metrics tracked Consumers Surveyed Game Franchises
Covered
A Residential Developed Approach methodology is used in AR, BR, CL, CN, CO, EG, IN, ID, MY, MX, PH, RU, SA, ZA, TH, TR, AE, a nd VN. The results for these markets are representative of active internet users in residential developed areas in respective countries/markets. InCN results are representative of the population in Tier 1 and 2 cities.
Years of Gamer Research
experience
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Global, regional, market key metrics
Market sizing, trends, forecasts
Trends, Market Sizing, Forecast Data Games & Market Engagement Data
Covers 100+ metrics for Thousands of Games
on PC, Console, and Mobile, including MAU, DAU,
Lifetime Players, Revenues, Viewership
Over 75,000* consumers surveyed worldwide
Motivations, drivers, playing behavior
Player Demographics & Psychographic Data
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*Based onConsumer Insights -Games &Esports 2022