2022
9
US Teen and Tween Gaming Consumer Report 2022
2022-05-28T03:05:44+00:00
REP2DB464B7_C5C6_4B3C_B309_15DAC5F741A6
3695
151695
[{"name":"Gaming","url":"https:\/\/store.mintel.com\/industries\/leisure-entertainment\/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 Consumer Report 2022

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“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
Collapse All
  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

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