2022
9
US Teen and Tween Gaming Market Report 2022
2022-05-28T04:05:44+01:00
OX1101773
3695
151695
[{"name":"Gaming","url":"https:\/\/store.mintel.com\/industries\/leisure-time\/gaming"}]
Report
en_GB
“Teens and Tweens love gaming, and they’re likely to carry their hobby into adulthood. Young gamers look to gaming as a social opportunity, brands that facilitate that type of play…

US Teen and Tween Gaming Market Report 2022

£ 3,695 (Excl.Tax)

Description

“Teens and Tweens love gaming, and they’re likely to carry their hobby into adulthood. Young gamers look to gaming as a social opportunity, brands that facilitate that type of play can attract gamers at a young age, potentially finding passionate fans for life.”
– Brian Benway, Gaming and Entertainment Analyst

This Report looks at the following areas:

  • The impact of COVID-19 on teen and tween gaming behavior
  • Key players in the gaming market for teens and tweens
  • Parental involvement in teen and tween gaming
  • Teen and tween interest in after-school activities
  • Teen and tween behaviors and attitudes toward gaming

Table of Contents

  1. Overview

    • What you need to know
    • This Report looks at the following areas
    • Definition
    • Market context
  2. Executive Summary

    • Top takeaways
    • Market overview
      • Figure 1: Global video game revenue, 2019-24
    • Impact of global events on video gaming
      • Figure 2: Video gaming outlook, 2022-27
    • Opportunities and challenges
    • Gaming restrictions tighten in China
    • Benefits of edutainment
    • Young gamer entrepreneurs
    • Key consumer insights
    • Larger families allow more gaming, many with Nintendo
      • Figure 3: Parental assessment of COVID-19 impact on playing video games, by number of children, 2022
    • Gaming social media represents an opportunity for brands
      • Figure 4: Ideal after-school activities, by number of children in household, 2022
    • Games with local cooperative features help families game together
      • Figure 5: Gaming perceptions – Socializing and status, by age, 2022
    • Teens and tweens want quality games that cater to group tastes
      • Figure 6: Video gaming behaviors, by gamer segment, 2022
    • Girls get less time to game, and gaming isn’t always leisurely
      • Figure 7: Parental assessment of COVID-19 impact on playing video games, by child gender and age, 2022
    • Girls have more gaming restrictions from parents at home
      • Figure 8: Parental involvement with gaming, by gender, 2022
  3. Global and US Gaming Market

      • Figure 9: Global video game revenue, 2019-24
      • Figure 10: Global video game revenue, by segment, 2022
  4. Teens & Tweens by the Numbers

      • Figure 11: US population of teens and tweens age 10-17, 2017-27
      • Figure 12: US population distribution of teens and tweens age 10-17, by age and race/Hispanic origin, 2021
  5. Factors Impacting Teen & Tween Gamers

    • Chinese teen and tween gaming crackdown
    • Teen and tween harassment online
    • Continued COVID-19 impact: Shanghai lockdown, longer console lifespans
    • Inflation – Consumer’s chief worry in 2022
      • Figure 13: Mintel consumer financial health assessment, 2022
      • Figure 14: US Consumer Price Index changes by month, 2007-22
  6. Competitive Strategies and Market Opportunities

    • Key players in the teen and tween multiplatform space
      • Figure 15: Key multiplatform games, by player count and revenue, 2020-21
    • Roblox
      • Figure 16: Chipotle Roblox collaboration virtual items, 2021
    • Fortnite
      • Figure 17: Wendy’s gaming stream award, 2019
    • Minecraft
    • Benefits of gaming in education
    • Twitch and a new age of entrepreneurs
  7. Teen & Tween Gamers: Fast Facts

    • 53% of families with three or more children allow more gaming
    • 66% of young gamers prefer to relax with video games after school
    • 57% spend one hour gaming, but three-hour sessions are the average
    • 84% of teens and tweens own digital games
    • 58% of parents comfortable letting their children play online with friends
    • 74% of teens and tweens talk to their parents about gaming
    • 93% of 10-11 year old gamers enjoy playing games with family members
  8. Video Game Player Overview

    • Video games aren’t just for kids, but they really do love them
      • Figure 18: Any video gameplay in the past three months, by age, 2021-22
    • Mobile gaming’s status challenged by young gamers’ console usage
      • Figure 19: Overall gaming device usage, 2022
      • Figure 20: Console brand usage, by age and gender, 2022
    • Most play weekly, designing for segments may improve engagement
      • Figure 21: Gaming frequency, 2022
      • Figure 22: Gaming frequency, by age and gender, 2022
    • Motivations for playing and gamer segments
      • Figure 23: Top reasons for playing video games – Grouped by motivations, 2022
    • Mintel gamer segments
      • Figure 24: Gamer segments, 2022
    • Achievers – Characteristics and demographics
    • Explorers – Characteristics and demographics
    • Socializers – Characteristics and demographics
    • Competitors – Characteristics and demographics
  9. Parental Assessment of COVID-19 Impact on Gaming

    • Larger families more relaxed on gaming time during lockdown
      • Figure 26: Parental assessment of COVID-19 impact on playing video games, by number of children, 2022
      • Figure 27: Parental assessment of COVID-19 impact on playing video games, by gaming console brand, 2022
    • Parents may hold girls back from equal participation in the gaming industry
      • Figure 28: Parental assessment of COVID-19 impact on playing video games, by child gender and age, 2022
  10. After-school Activity Aspirations

    • Teen and tween interests are clear, gaming and entertainment dominate
      • Figure 29: Ideal after-school activities, 2022
    • The common teenage boy gamer image isn’t a stereotype for nothing
      • Figure 30: Ideal after-school activities, by gender, 2022
    • Gaming social media represents another opportunity for brands to engage
      • Figure 31: Ideal after-school activities, by number of children in household, 2022
  11. Time Spent Playing and Watching Games

    • Teen and tween gamers don’t have time for epic hours-long play sessions
      • Figure 32: Active and passive time engaged with video games, 2022
    • Younger gamers most drawn to shorter gaming sessions
      • Figure 33: Active and passive time engaged with video games, by age, 2022
    • As a leisure hobby, gaming isn’t leisurely; a case for more casual fun
      • Figure 34: Active and passive time engaged with video games, by gender, 2022
  12. Physical and Digital Gaming Libraries

    • Teens and tweens trust digital libraries are equal to physical purchases
      • Figure 35: Physical and digital game ownership, 2022
    • Teen and tween gamers could benefit most from gaming subscriptions
      • Figure 36: Physical and digital game ownership, by number of children in household, 2022
    • Device affordability always matters for younger gamers and families
      • Figure 37: Games ownership, by devices used, 2022
  13. Parental Controls and Involvement with Gaming

    • Moral concerns on the dangers of gaming mostly just make headlines
      • Figure 38: Parental involvement with gaming, 2022
    • Companies looking to boost appeal among parents should watch Nintendo
      • Figure 39: Parental involvement with gaming, by console brand ownership, 2022
    • Girls face more gaming restrictions from parents at home
      • Figure 40: Parental involvement with gaming, by gender, 2022
  14. Gaming Behaviors

    • Most have a positive relationship with their parents and gaming
      • Figure 41: Video gaming behaviors, 2022
    • Gaming media and brands supporting women help normalize girl gamers
      • Figure 42: Video gaming behaviors, by gender and age, 2022
      • Figure 43: Bungie, Destiny 2, support for RvW reproductive rights for employees, 2022
    • Socializers want multiple quality games that cater to group tastes
      • Figure 44: Video gaming behaviors, by gamer segment, 2022
  15. Attitudes toward Gaming

    • Games featuring local cooperative play keep families gaming together
      • Figure 45: Gaming perceptions – Socializing and status, by age, 2022
    • Teens and tweens are happy sharing and know when too much is too much
      • Figure 46: Gaming perceptions – Comparisons to other kids, by age, 2022
    • Tech in the classroom has the go-ahead from teens and tweens
      • Figure 47: Gaming perceptions – Benefits and innovations, by age, 2022
    • Teens and tweens enjoy gaming without spending
      • Figure 48: Gaming perceptions – Gifting and spending, by age, 2022
  16. Appendix – Data Sources and Abbreviations

    • Data sources
    • Sales data
    • Consumer survey data
    • Abbreviations and terms
    • Abbreviations

About the report

This market report provides in-depth analysis and insight supported by a range of data. At the same time, introductory and top-level content is provided to give you an overview of the issues covered.

Market

Mintel provides a range of market information, frequently through the category level, including market size and forecasting, complete with market drivers that illustrate the forces that shape a category or market.

Consumer

Mintel’s proprietary consumer research provides our analysts with the attitudinal and behavioral data used to provide valuable insight to topical issues.

Brand/Company

Mintel provides overviews of the top brands and manufacturers, and uses consumer research to explore attitudes and reactions to brands, as well as insight into what will resonate with consumers.

Data

Market reports provide appendices of data to support the research and insight produced. Our databooks* are easily manipulated and downloadable to support your research needs and covers factors from consumer attitudes to market forecasts.

*databooks not available with UK B2B Industry reports.

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