Report Summary

Don't let your Skibidi gyatt pay the Fanum tax for weak Ohio rizz. You need a no cap rizzler with sigma Gen Z and Alpha battlepass drip, my brother.

Brian Benway, Senior Tech and Gaming Analyst

Table of Contents

    • Learn to speak like a Gen Z/Alpha teen or tween
  1. Executive Summary

    • What you need to know
    • Consumer trends: key takeaways
    • Global video game market size
    • Market predictions
    • Opportunities
  2. Consumer Insights

    • Consumer fast facts
    • Profile of teens & tweens
    • US teens & tweens by age and gender
    • Graph 1: age split of teens & tweens, 2024
    • Graph 2: gender split of teens & tweens, 2024
    • US teens & tweens by number of siblings and race
    • Graph 3: number of children in household, 2024
    • Graph 4: teens & tweens, by race, 2024
    • Household composition – teens & tweens
    • Graph 5: household composition – teens & tweens, 2024
    • How teens & tweens get their spending money
    • Graph 6: how teens & tweens get their spending money, 2024
    • How teens & tweens are spending their money
    • Graph 7: when teens & tweens have money, they spend it on…, 2024
    • Frequency and time spent playing video games
    • Gaming is universal among teens and tweens
    • Graph 8: gaming frequency – teens & tweens, 2024
    • Gaming is as much a core part of teen and tweens daily life as school
    • Graph 9: time spent playing video games daily – teens & tweens, 2024
    • Sharing or escaping, larger families tend to game more
    • Graph 10: time spent playing games daily – teens & tweens, by child status in household, 2024
    • Recontextualize the differences of young gamers by levels of engagement
    • Graph 11: time spent playing games daily – teens & tweens, by gender, 2024
    • Evolving non-gaming opportunities may impact play time across different ages
    • Graph 12: time spent playing games daily – teens & tweens, by age, 2024
    • Young Asian gamers get their play time in quicker hits than most
    • Graph 13: time spent playing games daily – teens & tweens, by race, 2024
    • Gaming opens up opportunities to reach players outside of the games they play
    • Graph 14: content behaviors – teens & tweens, those who play video games daily vs overall, 2024
    • Time spent consuming gaming content daily
    • Teens and tweens don't just play, they watch content about the games they play daily too
    • Graph 15: time spent consuming gaming content – teens & tweens, 2024
    • Boys are eager to consumer gaming content as a secondary hobby
    • Graph 16: time spent consuming gaming content – teens & tweens, by gender, 2024
    • Boys are less likely to mind watching other people play games
    • Graph 17: content behaviors, by gender, 2024
    • 12-14 year olds are also the key audience for watching gaming content
    • Graph 18: time spent consuming gaming content – teens & tweens, by age, 2024
    • Black and Asian teens and tweens are tuned out to content creators
    • Graph 19: time spent consuming gaming content – teens & tweens, by race, 2024
    • Turning the "play with friends" crowd on to watching with friends
    • Graph 20: "I don't follow streaming content creators very closely" – teens & tweens, by race, 2024
    • Hardware ownership and interest
    • Smartphones and PCs dominate the interest of teen and tween gamers
    • Graph 21: hardware ownership – teens & tweens, 2024
    • Tablets and Nintendo Switch get equal use by teens and tween boys and girls
    • Graph 22: "I have this and use it often" – teens & tweens, by gender, 2024
    • Rapid shifts in device preferences present unique opportunities
    • Graph 23: "I have this and use it often" – teens & tweens, by age, 2024
    • Todays teens and tweens are in ravenous demand for more gaming
    • Graph 24: "I do not have this, but I am interested in getting one" – teens & tweens, 2024
    • AR/VR is demand is about the same as disinterest from owners
    • Graph 25: "I do not have this, but I am interested in getting one" – teens & tweens, by age, 2024
    • Young Asian gamers are less likely to own and much more likely to want devices
    • Graph 26: "I do not have this, but I am interested in getting one" – teens & tweens, Asian consumers vs overall, 2024
    • Gaming genres played
    • Action adventure games lead with broad support, pleasing both active and casual fans alike
    • Graph 27: genre of videos games played – teens & tweens, 2024
    • Young players interests are broad, may narrow with with age and experience
    • Graph 28: genre preferences, by age, 2024
    • Teen and tween genre preferences shaped by gender nuances
    • While boys have overstated interests in more genres, girls interests aren't absent
    • Graph 29: genre of video games played – teens & tweens, by gender, 2024
    • Cooperative fun on the couch can help strengthen familial bonds in large homes
    • Graph 30: genre of video games played (select) – teens & tweens, by child status in household, 2024
    • Hardware ownership, especially mobile, may be impacting genre preferences
    • Graph 31: genre of video games played (select) – teens & tweens, by race, 2024
    • Gaming purchasing and gifting influence
    • Convincing parents to buy things is a core skill for teens and tweens to level up
    • Graph 32: how teens & tweens get access to DLC (I usually…), 2024
    • Family dynamics have a powerful impact on how games are bought and sold
    • Graph 33: attitudes toward gaming and gifts – teens & tweens (% any agree), 2024
    • Active VR gamers tend to be highly enthusiastic toward gaming, but they're right in step with others regarding the cost of gaming as a hobby
    • Graph 34: attitudes toward gaming and gifts (% any agree), by gamer segments, 2024
    • Woe to parents who have factor the latest season's battlepass into budgets
    • Graph 35: how teens & tweens get access to DLC (I usually…), by gaming frequency, 2024
    • Attitudes toward social engagement
    • Online interactions are very import to modern teens and tweens
    • Graph 36: attitudes toward social engagement – teens & tweens (% any agree), 2024
    • Online gaming for self-expression
    • Larger families may push teens and tweens online for freedom of self expression
    • Graph 37: attitudes toward social engagement – teens & tweens (% any agree), by child status in household, 2024
    • Asian teens and tweens may take a different approach to adolescent individual identity exploration
    • Graph 38: attitudes toward social engagement (% any agree), by race, 2024
    • Attitudes toward an AI future
    • AI is a great tool when used ethically, but it's no substitute for human creativity
    • Graph 39: attitudes toward an AI future – teens & tweens (% any agree), 2024
    • AI news may trigger extra excitement for the future in some boys' brains
    • Graph 40: attitudes toward an AI future – teens & tweens (% any agree), by gender, 2024
    • Human centric sentiment prevails, but young Hispanic gamers welcome AI
    • Graph 41: attitudes toward an AI future – teens & tweens (% any agree), by race, 2024
  3. Competitive Strategies

    • Launch activity and innovation
    • Made independently in a game engine, Skibidi Toilet has captured Gen Alpha's imagination and become part of their slang
    • Amazon Prime brings Fallout franchise to life
    • Sentiments toward the Fallout show is positively impacting older game sales
    • Marketing and advertising
    • Knorr takes to Twitch to see if Fortnite can help make vegetables more appealing to kids
    • Duolingo heads to TikTok with some Hylian language words of encouragement, hiiii haaaa hyahhh!
    • AI and mindfulness in VR could be the future of virtual support, but requires extra data security
    • Gaming gains recognition in the classroom
    • IKEA levels up where gaming meets lifestyle
    • Half of teens are on social media almost constantly
    • Opportunities
    • Opportunities to engage with teens and tween gamers
  4. The Market

    • Market context
    • Market overview
    • Global video gaming revenue is forecasted for slower growth after 2023
    • Graph 42: global video game industry revenue, 2019-26
    • 2.6% year-over-year growth does little to alter device shares globally
    • Graph 43: global video game industry revenue share (% billions), by device, 2023
    • Households' wages have exceeded the rise in prices since May 2022
    • Graph 44: wages and CPI, percent change from year ago, 2021-24
    • Consumers are the most upbeat they have been in over two years
    • Graph 45: consumer sentiment index, 2021-24
    • Market drivers
    • Players' time was dominated by six-year-old games in 2023
    • Graph 46: % of total hours played, by release date, 2023
    • 27% of total playtime in 2023 went to five, six+ year old games
    • Graph 47: 6+ year old games, 2023
    • Graph 48: % of total hours played by top five, 6+ year old games, 2023
    • New games have very little room to grow among older games, live services, and annualized franchises
    • Graph 49: <3 years old games, 2023
    • Graph 50: % of total hours played by top five, <3 years old games, 2023
    • Head of Xbox stresses the need to get back to growth in 2024
    • In-game economies have drawn aggro from the  Consumer Financial Protection Bureau
    • Kids will pay to be deemed cool in video games
  5. Appendix

    • Market definition
    • Consumer research methodology
    • Generations
    • Abbreviations and terms
    • The consumer
    • Gaming device usage
    • Graph 51: gaming device usage, 2024
    • Gaming console brand usage
    • Graph 52: gaming console brand usage, 2024
    • Top gaming motivations – NET – any rank
    • Graph 53: top gaming motivations – NET – any rank, 2024
    • Mintel gamer segments – motivations
    • Graph 54: Mintel gamer segments – motivations, 2024
    • Gamer segments – Achievers and Explorers
    • Gamer segments – Socializers and Competitors
    • Mintel gamer segments – device and frequency
    • Graph 55: Mintel gamer segments – device and frequency, 2024

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