Digital gaming in Europe and the USA: consumer survey
18 January 2022 | Research
Survey report | PPTX and PDF (15 slides); Excel | Video, Gaming and Entertainment
Digital gaming is important to operators because gaming is popular, high-frequency and generates a lot of revenue. Furthermore, subscription gaming is a good fit for operators and is quickly gaining popularity. Indeed, the results of our consumer survey indicate that 39% of paying gamers used subscription services in 2021, compared to 28% in 2020.
This report provides:
- new consumer survey insights derived from 11 000 respondents in 10 different countries
- detailed information about consumers’ gaming habits and how this relates to their use of telecoms services
- a segmentation of users’ gaming behaviour and an analysis of how that affects their telecoms and media spending behaviour, including their intention to churn and willingness to pay for OTT video services
- a detailed appendix with country- and operator-level data related to gaming behaviour.
Survey data coverage
The survey was conducted in association with Dynata between August and September 2021. The survey groups were chosen to be representative of the internet-using population in Europe and the USA. We set quotas on age, gender and geographical spread to that effect. There were at least 1000 respondents per country (2000 for the USA).
Read more in our associated article here.
Analysys Mason's annual consumer survey tracks and measures consumers’ changing telecoms and media habits, device ownership, connectivity options and future plans