2023 - Newzoo - PC & Console Gaming Report
2023 - Newzoo - PC & Console Gaming Report
2023 - Newzoo - PC & Console Gaming Report
Gaming Report
2023
2
Table of Contents
Highlights 05
The Games Market 06
The Games 17
The Gamers 34
3
The PC and console market in 2023
What’s happening in the games market now and what’s to come
Last year we saw the games market face its first downturn in over a decade. As most of the world stepped
outside after several years of being shuttered, with offices and schools welcoming people back and more
live entertainment returning, PC and console playtime decreased. Compared to 2021, overall playtime
dropped by almost 15%, and there was a decrease in spending year-on-year.
As market analysts, we view the market holistically and see that these trends constitute a correction
towards pre-COVID engagement. While there was a drop in 2022, we’re confident we’ll see an upward
trend in the number of players and how much they spend, especially given that we’re above pre-COVID
engagement levels.
The battle for attention is heating up, elevating ambitions to expand the definition of engagement. We
now have the metaverse, transmedia, cross-platform, remasters, and more, all of which ensure players
stay connected to an IP, company, and/or platform. Also, the struggle to build and remain profitable
amidst rising development costs and higher risk has helped grow unique models. Subscription services,
remasters and remakes, IP licensing, and microtransactions boost profits and mitigate risks.
More than ever, Newzoo’s unique ability to track the PC and console gaming landscape and provide
critical data, insights, and trends is becoming essential for industry players looking to navigate these
tumultuous times. Our product portfolio gives us a 360-degree view of games, gamers, and the games
market so we can see what’s happening now and what to expect in an industry that never stops evolving.
4
Highlights from the 2023 report
New and updated business models, a packed release schedule, and a more diverse
player base will stabilize the PC and console market and create growth opportunities
From the Games Market Reports & Forecasts From the Game Performance Monitor From the Global Gamer Study
PC and console markets generated Average playtime dropped by 23% 2/3 of gamers played on a PC
$92.3 billion in 2022, a decline of across Steam, Xbox, and PlayStation or console in the last six months.
-2.2% year on year. from 2021 to 2022.
The markets may be cooling down after the pandemic, but This isn’t a new low, though, it’s a re-correction to similar The market has become more equitable, with women
overall performance still outshines our previous forecasts. numbers to what we saw pre-pandemic. On the develop- gamers now representing 40% of the total PC & console
Developing solely for PC or console will still be viable in ment side, many companies delayed their launches from player base. Motivations to play PC and console games
the years to come, driven by live services, better access 2022 to at least 2023, contributing to last year’s playtime have also diversified significantly, as players give more
to hardware, and hybrid monetization. dip, but a new cohort of anticipated titles may level out varying reasons to play across our gamer segmentations.
playtime engagement across major platforms.
5
Know the Games Market
Understand the market with Newzoo’s
key data, forecasts, and insights
6
The market for PC and console
games was enormous in 2022
1.1 Bn
PC players in 2022
611 M
Console players in 2022
$92.3 Bn
PC and console game
revenues in 2022
7
The games market is stable and growing
Predictions for the market in 2023 after a tumultuous year in gaming
PC and console markets are readjusting after the pandemic, but overall
1 performance still outshines our previous forecasts. Developing solely for
PC or console will still be viable in the years to come, though cross-platform
strategies will be key to succeeding at scale here.
More AAA and AA publishers are pivoting their main franchises to a service-
2 based model. Expect fewer new releases and more investment into proven
franchises from larger publishers. Games looking to debut now should start as
a subscription service to grow an initial audience.
The supply chain for semiconductors will bounce back, which will boost the
3 availability of consoles. The install base for PlayStation 5 and Xbox Series X|S will
grow rapidly, meaning it will be possible to develop high-end titles for current
consoles without losing too much of the total addressable market (TAM).
8
The PC and console games market hit $92.3 billion in revenue in 2022
Here’s how different segments performed, including year-on-year growth rates
Browser PC games
In 2022, people spent over $92 billion on PC and console
$2.3Bn game software worldwide. This total represented a -2.2%
decrease from the previous year’s COVID-fuelled perfor-
-16.7% YoY
mance, and as a consequence of fewer console releases.
The PC market is less hit-driven, so the lack of big titles
2.5% Downloaded/boxed PC games
didn’t have as drastic an effect. Despite the dip, the market
$38.2Bn is in a healthy state and is on track to grow over the next
several years.
+1.8% YoY
56.2%
$92.3Bn 41.3%
services like Xbox Game Pass. Our estimates exclude taxes, second-
hand trade or secondary markets, advertising revenues earned in
and around games, console and peripheral hardware, B2B services,
-2.2%
and the online gambling and betting industry.
YoY
Console games
$51.8Bn
-4.2% YoY
Middle East & Africa PC and console gaming is generally more popular in
Latin America
established markets like Europe, North America, Japan,
$4.2Bn $2.5Bn South Korea, and China. Emerging markets, like Middle
+2.9% YoY
East & Africa and Latin America, are mobile-first, though
+0.7% YoY we did see small growth this year in PC and console.
-2.9% YoY
34% able to play PC and console games, not necessarily from
new title releases.
2022 Total
North America
26% $92.3Bn $31.2Bn Our revenues encompass consumer spending on games: physical
and digital full-game copies, in-game spending, and subscription
-2.2% -4.2% YoY services like Xbox Game Pass. Our estimates exclude taxes, second-
YoY hand trade or secondary markets, advertising revenues earned in
Asia-Pacific
and around games, console and peripheral hardware, B2B services,
$30.2Bn US Total and the online gambling and betting industry.
-0.2% YoY
$29.0Bn
33%
China Total
$15.2Bn
Console gaming’s revenue growth vastly outpaced PC gaming growth Lack of hardware supply and delays to game
between 2015 and 2020. During that period, the console player releases temporarily hindered revenue growth in
audience grew twice as fast as the PC audience. the hit-driven console market in 2021 and 2022.
PC Gaming
$54.5Bn $54.1Bn
$51.8Bn +3.6%
2015 – 2022F CAGR
$42.7Bn $42.7Bn
$40.2Bn $40.5Bn
$37.1Bn
$33.9Bn $34.2Bn $33.8Bn
$31.6Bn $30.7Bn $31.9Bn $32.6Bn $32.4Bn
Console Gaming
+7.8%
2015 – 2022F CAGR
PC Console
Live-service games dominate the games market. Ranked The increased expectations for high-quality and continuous Typically, these sure bets are well-known and beloved.
by average MAU in 2022, eight out of the top 10 games content put more pressure on game development. Many sequels, remakes, remasters, and more games
were released before 2022, including Fortnite, Minecraft, Over the past decade, development time, teams, and costs based on established entertainment franchises tend to
and ROBLOX. have grown significantly. Publishers have little financial follow. Developers and publishers are taking this one step
further and pivoting to a live-service strategy, adding
With demands for fidelity, depth of gameplay, and avail- wiggle room to risk a flop and often focus on a few titles.
content to existing titles instead of creating totally new IP.
able content, the bar for single-player, narrative-driven
games has been raised to near-impossible standards. The
live-service model allows developers to finetune games
after launch but comes with an expectation for constant
support and content additions.
Time
New IP Yearly releases
13
Consoles will be more available as semiconductors become more plentiful
Bolstered supply chains for semiconductors will let console makers increase console production, with new gaming
content sustaining ongoing demand
Many of the supply chain issues in the games market have been
172.1 resolved or are en route to resolution. Devices like the PS5 will be
more available to consumers going into 2023.
30.6 After two years with sparse content due to delays across many
14.1 studios, the supply of content is set to be much larger in 2023.
* Based on a combination of Newzoo estimates and official shipment figures from company financials
There’s an entire audience of players Why in-game advertising is now viable In-game advertising strategies
who could be converted into spenders for AAA PC and console games come with their share of challenges
Previous experiments for in-game advertising in AAA One of the challenges to unlocking advertising revenue
Share of paying players per segment games failed to achieve success. The market is shifting, in AAA PC & console games is that players will be less
though, so now might be a better time to play with hybrid receptive to watching ads in exchange for rewards than in
strategies. mobile gaming. Mobile players expect this type of moneti-
zation and understand the underlying value exchange.
Here are some reasons why:
When introducing advertisements in AAA games, it’s
Advertising exchanges are automated, saving time on
46% 54% 50% 50% important that it doesn’t break the game’s immersion and
both sides
that the value exchange is clear immediately. Options that
Almost every player and every game is online fit these requirements best are:
Includes:
Learn more
16
Know the Games
Diving deeper into game-level
performance and trends
17
Evolving business models brought
in new players and reinvigorated
existing audiences in 2022
100+ Bn
Hours spent playing
PC and console games
15+
Average titles played per
player on each platform
$200+
Average payer spend in
US market per platform
18
Playtime and spending were down in 2022 but top games
are finding unique growth opportunities
Predictions for PC and console games and related media after a tumultuous year for developers and publishers
Top titles are adapting to the times by adopting a wider range of improved
3 monetization models, including hybridization of pay-to-play (P2P or premium)
and free-to-play (F2P or freemium) models to boost revenue.
Microtransactions, DLC, and subscription revenue streams have increased in
share of the overall market spend and will continue to grow and diversify as
publishers experiment with new techniques.
19
Playtime is leveling out for PC and console platforms as lockdowns end
Post-COVID playtime numbers are dropping, returning to a familiar level as gamers play fewer titles and game less overall
Average hours played per platform in 2021 vs 2022 The average playtime of players dropped around 20%
across Steam, Xbox, and PlayStation platforms from 2021
to 2022. However, this is not a new low, but instead, a
-11% -37%
re-correction to similar numbers to what we saw in the
+18% years prior to the pandemic.
+18% +8% Looking at playtime distribution, the largest change is the
shift of the top bracket of hardcore players who previously
+20%
broke 1,000 hours in 2021 (on a single platform) decreasing
by 37% year-over-year in 2022. More extreme playing
engagement has mellowed to pre-pandemic levels.
In 2023, we expect to see similar levels of playtime
engagement across the major platforms.
The pandemic didn’t just affect playtime—on the
development side of the industry, many title launches
have been delayed from 2022 to at least 2023. These
delays also contributed to 2022’s decrease in playtime
and spending, especially for anticipated titles like The
Legend of Zelda: Tears of the Kingdom and Bethesda’s IP
0-25 hr 26-100 hr 101-250 hr 251-500 hr 501-1000 hr >1000 hr Starfield.
The silver lining is 2023 should be packed with top games
2021 2022 across many genres and on every platform.
Source: Newzoo Game Performance Monitor | PC (Steam), Xbox, PS | 37 Markets | 2021, 2022
20
Note: all metrics based on single-platform behavior and does not reflect playtime totals of players that play across multiple platforms
Fortnite topped the MAU charts for nearly every platform in 2022
Top performers on PC and console included Fortnite and Minecraft
Last year, the top titles across PC, Xbox, and PlayStation were quite similar, with the Switch being an outlier thanks to its many platform-exclusive
titles. Fortnite made it into the top three across every platform in terms of monthly active users (MAU), while Call of Duty featured two titles in the
top 10 for three platforms. Six of the top performers on the Switch were Nintendo first-party titles.
2 Call of Duty Modern Warfare II/ Warzone 2.0 2 Call of Duty Modern Warfare II/ Warzone 2.0 2 Call of Duty Modern Warfare II/ Warzone 2.0 2 Fortnite
6 Call of Duty Modern Warfare/Warzone 6 High on Life 6 NBA 2K23 6 Pokémon Legends: Arceus
8 Overwatch 1 & 2 8 Apex Legends 8 God of War: Ragnarok 8 Animal Crossing: New Horizons
10 Counter-Strike: Global Offensive 10 NBA 2K22 10 Call of Duty: Black Ops Cold War 10 Splatoon 3
Source: Newzoo Game Performance Monitor | PC (all platforms/launchers), Xbox, PS, Switch | US Only | 2022 21
Classic PC games outperformed newer titles in 2022
Older, free-to-play (F2P) PC titles like ROBLOX and Minecraft outclassed recent releases in terms of MAU
Average MAU in 2022 - PC only The PC games market is complex. It has a mix of diverse
indies and AAA juggernauts, as well as platforms like
ROBLOX pushing the boundaries of what constitutes a
Rank Game Platforms Release Date
platform versus a game.
1 ROBLOX ROBLOX 2006
The top rankings show that unique, older titles dominate
2 Minecraft Minecraft 2011
the PC market, maintaining their audiences after many
3 Fortnite EGS 2017
years.
4 The Sims 4 Origin, Steam, EGS 2014
5 Call of Duty: Modern Warfare II/Warzone 2.0 Steam, Battlenet 2022 Only one title launched in 2022, Call of Duty:
6 League of Legends Riot 2009 Modern Warfare II, reached a top spot in terms
7 Counter-Strike: Global Offensive Steam 2012 of average MAU
8 Valorant Riot 2020
9 Grand Theft Auto V Steam, EGS, Rockstar 2013 Half of the titles on the top MAU list launched in
10 Call of Duty: Modern Warfare/Warzone Battlenet 2019 2015 or earlier
11 Overwatch 1 & 2 Battlenet 2016
Three of these titles came out before 2010
12 Apex Legends Steam, Origin 2019
13 Rocket League EGS 2015
PC is also a uniquely open market compared to how it
14 Fall Guys EGS 2020
works in the console space. For instance, although Steam
15 Destiny 2 Steam, EGS 2017
is the dominant platform, only half of the top 20 games
16 Tom Clancy's Rainbow Six: Siege Steam, EGS, Uplay 2015
are available on it. The Epic Game Store now has three of
17 Cyberpunk 2077 Steam, EGS 2020
the top 20 exclusive titles, and many other proprietary
18 Genshin Impact EGS, Hoyoverse 2020
platforms command a fair share of titles and players.
19 Dota 2 Steam 2013
20 World of Warcraft Battlenet 2004
Top games per market by YAU - PC (Steam), PlayStation, Xbox Audiences in the Western market demonstrated relatively
similar tastes, with similar games sharing the top spots by
YAU. Sports titles were the notable key divergence points
US Germany Japan between these different markets. In Germany, FIFA 22
Fortnite Fortnite Apex Legends and FIFA 23 made it into the top 10, while the US showed
a stronger preference for NBA 2K22.
Call of Duty: Modern Warfare II/Warzone 2.0 Grand Theft Auto V Fall Guys
In Japan’s games market, the top five games by YAU were
Grand Theft Auto V FIFA 22 Overwatch 1 & 2
all developed by Western companies, which is significant,
Call of Duty: Modern Warfare/Warzone Call of Duty: Modern Warfare II/Warzone 2.0 Fortnite given that this market is traditionally seen as a difficult
one to succeed in for Western-developed titles. Genshin
Minecraft Fall Guys Minecraft
Impact, made by Chinese company miHoYo, also made
Fall Guys Call of Duty: Modern Warfare/Warzone Elden Ring the top ten in Japan. Across the board, companies
Apex Legends Rocket League Monster Hunter World
in China are developing games with mechanics that
appeal to audiences worldwide, but especially in Japan’s
NBA 2K22 Minecraft Grand Theft Auto V
high-spending market.
MultiVersus FIFA 23 Genshin Impact
Rocket League Tom Clancy's Rainbow Six: Siege Tom Clancy's Rainbow Six: Siege
Source: Newzoo Game Performance Monitor | PC (all platforms/launchers), Xbox, PS | US, Germany, Japan | 2022 23
Shooter, Adventure, and Battle Royale games took the highest player shares
Adventure titles accounted for 83% of player share and 12% of playtime – How did other genres fare in 2022?
Top 10 genres by player share Last year, the top three genres in terms of player share
were Shooter, Adventure, and Battle Royale, with Shooter
taking a 20% share of total playtime. More than 80% of
Player share - 2022 Playtime share - 2022 players partook in an Adventure title, and almost 37% of
all playtime went to Shooters and Battle Royale games.
83% Adventure 12% Interestingly, Adventure and Sandbox games had the
same amount of playtime, despite the former taking a
77% Shooter 20%
much higher player share than the latter.
74% Battle Royale 17% This demonstrates that Sandbox players are devoted to
their titles and engage deeply with games in this genre.
63% Sports 11% Additionally, nearly half of all players played Fighting,
Platformer, or Racing games, but each genre accounts
46% Role Playing 11% for only 1% of playtime. These genres included large F2P
titles from 2022 that attracted new players but didn’t
44% Fighting 1% retain them.
44% Platformer 1%
38% Racing 1%
28% Simulation 4%
Top 2022 releases in the US based on the first three months of revenue The top releases of 2022 comprised an inter-
esting mix of AAA and indie titles. However,
the largest winners in terms of initial launch
month revenue were the games that mixed
premium pricing and microtransactions,
such as NBA 2K23 and Call of Duty: Modern
Warfare II (Warzone 2.0).
The lowest performing launches took place
January February March April May June
from May to July, but included games that
instantly became fan favorites, including
Stray. Elden Ring performed admirably at
the start of the year, though it’s essential to
note that mostly smaller launches preceded
and followed its launch in February. God of
War, Pokémon Legends: Arceus, and Mario
Strikers: Battle League were all able to make
July August September October November December this list, even though they’re all exclusive to
their platforms.
Source: Newzoo Game Performance Monitor | PC (all platforms/launchers), Xbox, PS | US Only | 2022 25
In-game spending accounted for nearly 50% of PC and console revenue in the US
2022 saw an even split between premium and in-game revenue for PC and console
Share of yearly console revenue Share of yearly PC revenue Revenue from premium transactions
by category - US 2022 by category - US 2022 constituted just over 50% of spending on
PC games and over 60% on console titles.
Microtransactions made up over 30% of
the revenue share for both PC and console
platforms. Spending on DLC represented
7% the key difference between PC and
13% console revenues. PC payers spent nearly
twice as much on DLC in 2022 compared
to console content.
As the top-performing titles continue to
double down on new ways to monetize
52% 31% 61%
and leverage the games-as-a-service
model, we expect non-premium revenue
32% to grow for both PC and console.
Source: Newzoo Game Performance Monitor | PC (all platforms/launchers), Xbox, PS | US Only | 2022 26
Sports titles topped the charts for in-game revenue
The top grossing titles in the US showed how different types of games are leveraging
premium and microtransactional business models
Source: Newzoo Game Performance Monitor | PC (all platforms/launchers), Xbox, PS | US Only | 2022 27
The free-to-play (F2P) model has become more
popular for developers and publishers
More than half of the top PC and console titles of 2022 used F2P business models
13 of the 20 top PC & console titles of 2022 were F2P 12 of top 20 new F2P games were only released on PC
7 PC Only
Premium
7 PC, PS & Xbox
Freemium
Xbox Only
13 12
As F2P becomes more established in the market, we see a steady growth of these titles PC is still a significant proving ground for new F2P games, with 12 of 20 top F2P games
dominating the top 20 charts by average MAU – one more in 2022 compared to 2021. in 2022 released for PC only. A lot of popular F2P games started on PC only and then
moved to consoles later, showing the efficacy of the model in terms of its scalability
beyond single platforms.
Source: Newzoo Game Performance Monitor | PC (all platforms/launchers), Xbox, PS | 37 Markets | 2022 28
Three of the top 20 games by average MAU adopted a F2P model in 2022
More games are shifting from P2P to F2P business models—and it’s driving up revenues and sparking a larger trend
On average, games that pivoted to F2P saw a 327% increase in average MAU in the first
month. However, on average only 40% of players in the F2P launch month were new Following the example of other Epic-owned exclusives like Fortnite
players. Returning players are essential in revitalizing a game when it becomes free-to- and Rocket League, Fall Guys also went F2P. Epic appears to be
play. leveraging these giant player-driver titles as pillars to the Epic Game
Moving to F2P models also boosted retention for many games. The average D1 retention Store’s growth and retention strategy.
rate in the first month following an F2P launch hit 38%, while it was 29% three months
before the launch.
Source: Newzoo Game Performance Monitor | PC (all platforms/launchers), Xbox, PS | 37 Markets | 2022 29
Remakes and remasters drove engagement for older IP
Creating updated versions of Uncharted, The Last of Us, The Witcher III, and other games
re-engaged player bases and monetized untapped audiences
Source: Newzoo Game Performance Monitor | PlayStation 4 & 5 | 37 Markets | Aug 2021 – Aug 2022 30
Robust transmedia strategies paid off for many games
Releasing the anime Cyberpunk: Edgerunners renewed interest in the franchise significantly
+249%
MoM MAU growth rate Sep/21 Oct/21 Nov/21 Dec/21 Jan/22 Feb/22 Mar/22 Apr/22 May/22 Jun/22 Jul/22 Aug/22 Sep/22
for Cyberpunk:2077
Cyberpunk Cyberpunk:
from Aug. to Sept. 2022.
2077 Edgerunners Note: We do not include all events here. Please check the Game Performance Monitor for all event performance in games.
Source: Newzoo Game Performance Monitor | PC (all platforms/launchers), Xbox, PS | 37 Markets | Aug 2021 – Aug 2022 31
There was a correlation between live viewership hours and DAU rankings
High viewership for top performing games can drive MAU performance and increase engagement and sales
While certain top games saw a boost in sales and engagement, as well as DAU, thanks to
strong live viewership performance, we didn’t see this performance mirrored across the
entire market. Some games underperformed in terms of DAU even as viewership rose.
Top 10 viewed 2022 titles in the first 28 days after launch
Titles like Cult of the Lamb, and The Quarry have cinematic qualities, which may have led
to high viewership. These same qualities didn’t entice quite as few people to play, though. Hours Watched DAU
2022 Game Publisher
(Live Streaming) Rank Rank
Multiversus, on the other hand, saw its DAU rank skyrocket in its first month, but drew in
far fewer viewers compared to other top games. Elden Ring 1 2 Bandai Namco
4 Minecraft 9 Call of Duty: Modern Warfare/Warzone Cult of the Lamb 7 32 Devolver Digital
The Quarry 9 50 2K
Viewership is still focused on PC gaming, with 4 out of the
top 10 games viewed in 2022 being PC-only NBA 2K23 10 5 Warner Bros.
Source: Newzoo Game Performance Monitor | Twitch, Facebook Gaming | PC (Steam), Xbox, PS | 2022 32
Newzoo’s Game Performance Monitor
Unlock the leading platform for tracking the engagement
and revenue KPIs of PC and console games
10,000+ 37 100+
Games tracked across PC, Xbox, Global coverage with Metrics including MAU, DAU,
PS, and Nintendo Switch 37 markets, 8 regions Lifetime players, Revenue
Learn more
33
Know the Gamers
Digging into gamer demographics, personas,
and how players are playing and spending
34
Two thirds of players play
on PC and/or console
*’PC and/or console’ means players can use either or both devices and may or may not play on mobile as well.
**Other gaming engagement includes those that claim to have “often” followed video gaming channels or esports
broadcasters, socialized through/visited online gaming communities, discussed video games with family and
friends, listened to gaming podcasts, and/or attended large in-person gaming conventions in the past 12 months.
Source: Newzoo Global Gamer Study 2022 (Global weighted average across 36 markets)
35
The PC and console gaming audience is expanding and diversifying
What’s happening with the world of PC and console gamers after a tumultuous year
1 The PC and console player base is 2 Cross-platform play is becoming 3 PC and console gaming becoming
becoming more diverse more prevalent more gender-equal
PC and console gaming is attracting a more Nearly seven in 10 PC and console players PC and console players account for two thirds
balanced audience in terms of gender and have played on more than one platform in the of the total player base. While historically
age. Overall, players are becoming more past 6 months, with a quarter playing on all more male dominated, PC and console
varied in what drives them to engage with three platforms. Cross-platform players are gaming has become more gender equal, with
games. While unpacking demographic data an attractive cohort since they tend to lead women and non-binary players accounting
is still valuable, it’s becoming essential to look the way in time and money spent on playing now for over 40% of the total player base.
deeper into player attitudes and motivations. video games.
36
2/3 of gamers played on a PC and/or console over the past six months
Female players make up 40% of all PC and/or console players
1% 1%
25% 22%
45% 40%
22% 41 - 65
Non-binary 22%
31 - 40
Female
27% 21 - 30
Male 27%
60% 10 - 20
54%
27% 29%
PC and/or console players account for a significant share of the total audience we survey in the
Global Gamer Study. Two-thirds of players reported having played on a PC and/or console in
the past six months. While PC & console historically has skewed toward a more male-identify-
66% ing audience, the market has become more equal in terms of gender representation. Women
gamers now represent 40% of the total PC and/or console player base. There are many factors
of total players have played on a PC contributing to this more equitable landscape—overall, gaming has become more accepted
and/or console in the past 6 months as a pastime and vocation, while publishers and developers are improving how female charac-
ters are represented. For instance, NBA 2K22 featured Candace Parker on the game’s cover,
marking the first time the title had a female cover athlete. Additionally, the age breakdown of
PC and/or console players is nearly identical to how the total player base looks overall.
Source: Newzoo Global Gamer Study 2022 (Global weighted average across 36 markets)
37
Q. Platforms played on in the past 6 months, Gender, Age combined, Base: Total players (n=60,020), PC and/or Console players (n=42,514)
4 in 10 PC and/or console gamers are core gamers
Core gamers invest more time and money into games, making them attractive to game developers and publishers
41% 33%
49%
Play time/week 4.5 hr 6 hr 9 hr
Non-binary
67% Female
% of payers 42% 66% 82%
Male
51%
58%
There are many ways to define a gamer. Behavioral indicators alone, like time and money
spent, no longer sufficiently describe this large and diverse group. So, we zoomed in on
the attitudinal and motivational differences surrounding gaming. We derived the casual, 22% 15%
33%
midcore, and core gamer groups from three gamer identification statements that have 24% 41 - 65
22%
the highest correlation with gamer identity and engagement. 20% 31 - 40
29%
When we look at these groups among PC and/or console players, we find that the largest 28% 21 - 30
24%
share (40%) falls into the core group. As you would expect, this core group plays and 10 - 20
28% 33%
spends more on average, also skewing younger and more male. 23%
Source: Newzoo Global Gamer Study 2022 (Global weighted average across 36 markets)
38
Q. Level of identifying as a gamer, Time spent playing per week, Payers (past 6 months), Gender, Age combined | Base: PC and/or Console players (n=42,514), Casual (n=10,260), Midcore (n=14,781), Core (n=17,473)
Every player segment had distinct reasons to
play, demonstrating a diversity of players
Using tactics and strategic thinking to overcome challenges was the
most consistent top reason across Casual, Midcore, and Core players
#1 Puzzle solving aspects 32% Exploration and open worlds 31% Exploration and open worlds 32%
Top 3 appealing
features
#2 Game theme or setting 29% Strong narrative or story 30% Multiplayer and social aspects 31%
Base: Total PC and/or
console players
#3 Exploration and open worlds 27% Game theme or setting 29% Strong narrative or story 30%
Source: Newzoo Global Gamer Study 2022 (Global weighted average across 36 markets)
Q. Reasons for playing video games; Appealing features of games; Appealing themes or settings of games 39
Base: PC and/or Console players (n=42,514), Casual (n=10,260), Midcore (n=14,781), Core (n=17,473)
There’s more than one way to understand and define gamers
Going beyond Casual, Midcore, and Core definitions to understand your ideal gaming audience
40
Mainstream and Popcorn Gamers are the most common gamer Personas
Core PC and/or console players are over-indexing in “Game Fans” segments
*Newzoo’s proprietary gamer segmentation wherein playing, viewing, owning, and socializing/other gaming engagement are the four main dimensions for classification.
Source: Newzoo Global Gamer Study 2022 (Global weighted average across 36 markets) 41
Q. Newzoo’s Gamer Segmentation | Base: PC and/or Console players (n=42,514), Casual (n=10,260), Midcore (n=14,781), Core (n=17,473)
Approximately 75% of PC and console players are engaging in ways beyond playing
Every new generation engages with games in more varied ways
Source: Newzoo Global Gamer Study (Global weighted average across 36 markets)
Q. Total players, Total gaming video content viewers, Those who engage with gaming beyond playing/viewing in the past 12 months (% often)
Base: PC and/or Console players (n=42,514), Gen Alpha (born 2010 or later / 10 - 12 y.o.) (n=2,692), Gen Z (born 1995 - 2009 / 13 - 27 y.o.) (n=17,248),
Millennials(born 1981 - 1994 / 28 - 41 y.o.) (n=14,186), Gen X (born 1965 - 1980 / 42 - 53 y.o.) (n=6,106), Baby Boomers (born 1946 - 1965 / 54 - 65 y.o.) (n=2,282)
42
Gaming is increasingly becoming a platform for connection and socializing
Social game features play an important role for PC and/or console players
Source: Newzoo Global Gamer Study 2022 (Global weighted average across 36 markets); Newzoo’s Metaverse Sentiment Study | April 2021 (Aggregate of 4 markets: U.S, UK, CN, JP)
Q. Importance of social features, Frequency socialized through / visited online gaming communities or social media groups (past 12 months); Socializing method - Getting together in
game worlds, but not while playing the main game, Socializing in game worlds in future
Base: Total PC and/or Console players (n=42,514) ; Total PC and/or console players aged 14-50 (n= 2,418)
43
Cross-platform play becoming more common among PC and/or console players
Nearly a quarter of PC and/or console players engage with all platforms (PC, console, mobile)
Source: Newzoo Global Gamer Study 2022 (Global weighted average across 36 markets) | Q. Platforms played on in the past 6 months
Base: PC and/or Console players (n=42,514) | *Please note, this excludes mobile-only players. 44
Cross-play signaled an increase in playtime and spend
The proportion of payers nearly doubled from single- to triple-platform among PC and/or console players
11.13 hr
81%
64% 8.18 hr
57%
1 2 3 1 2 3
Number of platforms played on Number of platforms played on
81%
of PC and/or console players who played on all three platforms PC and/or console players who played on all three platforms
in the past 6 months spent money on video-game related purchases spent on average more than 11 hours per week playing games
Source: Newzoo Global Gamer Study 2022 (Global weighted average across 36 markets) | Q. Payers (past 6 months), Time spent per week, Platforms played on in the past 6 months
45
Base: PC and/or Console players (n=42,514), Players that have played on one platform (n=11,686), Two platforms (n=19,279), Three platforms (n=11,549)
Cloud gaming may accelerate cross-platform play
PC and/or console players who tried cloud gaming services are significantly more likely to play on multiple platforms
Source: Newzoo Global Gamer Study 2022 (Global weighted average across 36 markets) | Q. Cloud gaming awareness, Tried cloud gaming, # of platforms played on in the past 6 months
46
Base: PC and/or Console players (n=42,514), Current & past cloud gamers (n=8,349), Non-cloud gaming players (n=34,514)
Two thirds of PC and/or console players spend money on video games
Sales and exclusive playable content are the top motivators for video game spending
Gear 26%
Payers: Past 6 months players who, on average, spend money on a monthly basis on games on a PC, console, or mobile device.
Spending money includes gifts, downloadable content, subscriptions, and other micro-transactions.
Source: Newzoo Global Gamer Study 2022 (Global weighted average across 36 markets) | Q. Payers; Main reasons to spend money on video games; In-game items/virtual goods spent money on (past 6 months)
47
Base: PC and/or console players (n=42,514); PC and/or console payers (n=27,508)
One in five PC and/or console players are big spenders
The top motivators for big spenders remain sales, special offers, and good pricing
Share of big spenders Top reasons to spend money Top 5 in-game items/virtual
Base: Total PC and/or console players on video games goods spent money on (P6M)
Base: PC and/or console payers | Top 5 out of 13 Base: PC and/or console payers | Top 5 out of 13
17% Non-big
spenders*
Big
spenders*
Non-big
spenders*
Big
spenders*
of PC and/or console
players are big spenders* For a sale / special
33% 36% Expansion or content packs 23% 32%
offer / good price
on either PC, console, or
Unlock extra / exclusive
both platforms. playable content
32% 35% In-game currencies 26% 31%
Play with friends or family 26% 33% In-game subscriptions 22% 30%
While motivations to spend and types of
Personalize characters
in-game items purchased don’t differ in terms 27% 30% Gear 24% 30%
or things built in-game
of priority, big spenders are motivated by a
wider number of reasons and are more likely to Advance quicker
25% 29% Power-ups 23% 28%
/ easier in the game
spend on in-game items.
Big spenders vs Non-big spenders @95% confidence interval Significantly lower Significantly higher
Source: Newzoo Global Gamer Study 2022 (Global weighted average across 36 markets)
Q. Money spent per month on console games (past 6 months); Money spent per month on PC games (past 6 months); Main reasons to spend money on video games; In-game items/virtual goods spent money on 48
(past 6 months) | Base: PC and/or console players (n=42,514); Big PC and/or console spenders (n=6,787); Non-big PC and/or console payers (n=20,721)
Newzoo’s Global Gamer Study
Access the most comprehensive global consumer research
covering the gaming landscape and gaming audiences.
75,000+ 36 200+
Consumers surveyed Global coverage Variables
yearly with 36 markets Tracked
Includes:
Learn more
49
Looking forward to 2023 and beyond
Newzoo’s outlook for this year in games, gamers, and the games market
50
2023 will be a strong growth year for the PC and console market
Console gaming will be an especially powerful force in the market
Global PC and console gaming revenue | 2020 – 2025F As we said before, 2022 was a corrective
2023F – 2025F values indexed using 2022F as base number year following two years of lockdown-fueled
growth, but our long-term outlook for the
games market remains positive.
$60.0 Bn 1.40
1.28 We forecast strong growth for the combined
1.18 PC & console market, particularly driven by
$54.5 $54.1 1.20
$50.0 Bn 1.09
Bn Bn $51.8 console gaming.
Bn
1.00 2023 should bring a lot of new owners for
$40.0 Bn 1.02 1.03
$40.2 $40.5 1.01 current generation PlayStation and Xbox
$37.1 Bn Bn 0.80 consoles, and upcoming content launches will
Bn
$30.0 Bn give them plenty of opportunities to spend on
0.60 games.
$20.0 Bn The growing install base and extra content will
0.40
also help console revenues grow in the coming
$10.0 Bn three years. PC revenue will also grow in this
0.20
period, albeit at a slower pace.
$0.0 Bn
2020 2021 2022F 2023F 2024F 2025F
PC Console PC Console
53
The Newzoo Platform
Access data on the entire games market and build your
own research using one seamless platform.
Get expert insights on games, gamers, and the games market,
and work with our consultants to create custom projects.
Know the Games Know the Gamers Know the Games Market
GAMES DATA GAMER RESEARCH MARKET ANALYSIS & CONSULTING
Game Performance Monitor Global Gamer Study Game Health Tracker Market Reports & Forecasts
Unlock title-level engagement Explore the global gamer Track brand health and purchase Discover games market sizing,
and revenue data for thousands audiences across all dimensions with funnel data over time for forecasts, and trends on a
of PC and console games. the largest gamer research study. hundreds of games. global and local level.
+ Custom gamer research, designed just for you + Consulting & analyst services
54
Newzoo has a mind for data, a heart for gaming, and a global footprint
We are the global leader in games, gamers, and games market data and consulting
Over 500 clients and 5,000 users More than 15 years of A growing team of dedicated data,
(and counting) industry leadership research, and games market specialists
55
‘‘
I’m in a privileged position to see the great
value we get from collaborating with Newzoo
and having access to the Newzoo platform.
As we work together between data analysts,
brand managers and product managers, we can
all use the platform to complement our research
and investigations, each bringing our knowledge
and expertise to the decision–making process,
based on insightful data.
Nicholas Sweeney
Head of Insights at Behaviour Interactive
56
Newzoo’s market scope encompasses every continent
Access game-level data to gamer research and games market forecasts
57
Join over 500 top game developers and
publishers, global brands, finance and
investments firms, and many more who use
Newzoo’s data resources and consulting.
58