61% of U.S. Gamers Play Across Multiple Devices in a Cross-Platform World

Dec 5, 2024 at 5:00 PM
Gaming has truly emerged as a cross-platform realm. A survey by the Consumer Technology Association revealed that an astonishing 61% of U.S. gamers engage in gaming across multiple devices. This survey holds a wealth of valuable data, shedding light on how the lifecycle and habits of gamers evolve over time as they grow older and face more time constraints.

Uncover the Dynamics of the Gaming World

Types of Gamers

Mobile gaming continues to reign supreme as the most widely played platform, driven by older casual gamers and female players. Nearly half of all gamers (49%, equivalent to 77.1 million) choose mobile as their primary gaming platform. Eighteen percent (28.6 million) of gamers are younger hardcore gamers who are highly engaged, purchasing the most games and content. They are typically young Millennials (averaging 29 years old) and more male (73%) compared to the overall gamer population. These hardcore gamers are the most active, playing 42 hours per week, spending the most time on paid games, and having the highest spending power. They are also the most likely to purchase and enjoy new titles. GenZ has now become the largest cohort of gamers, as stated by Hummel.Virtually all (91%) of hardcore gamers are multiplatform gamers and are inclined to play on console and PC. They are more likely to adopt and explore new gaming technologies such as VR headsets, smartTV/streaming media player apps, or cloud gaming services. About 71% are game subscribers, and 51% are content creators. They enjoy multiplayer gaming, favoring first-person shooters (FPS) and open-world action (OWA) games, and playing a diverse range of genres overall. They are also the most likely to play for a sense of achievement, social connection, and a means to express their creativity.Hummel emphasized that the research verified that many players are still engaged with games that are five years old or more. "It wasn't a shocking discovery, but it was fascinating to learn how many gamers, even the most hardcore ones, are still playing established titles," he said.Core gamers, another group that doesn't purchase as many games and is relatively less affluent, make up about 46% of all gamers, or 72.1 million. And 36% (55 million) are casual gamers who are older (averaging 41 years old) and least engaged.The CTA also examined when people played the most. It wasn't a surprise that gaming peaked during the COVID era. "About 52% of people said they were gaming the most prior to last year. And among those, we saw a significant spike in 2021 and 2020. The main takeaway was that, like most gamers regardless of age, they start gaming at a very early age, between five and seven," Hummel explained. Gaming peaks at different ages, such as between six and 12, and then during high school and early college before tapering off.

Games are Second Only to TV/Movies in Entertainment Value

When it comes to providing entertainment value, video games rank second only to watching TV/movies at home. They outperform music, watching movies at a theater, and print media. Video games hold the top position among Gen Z and Millennial gamers, while Gen X and Boomer/Mature gamers still prefer TV shows or movies at home.Nearly 40% of a gamer's leisure time is spent playing video games, and 40% agree that they would rather play video games than watch a movie. Nearly 60% of gamers engage with alternative forms of gaming-related content, with watching game videos or live streams on platforms like Twitch or YouTube being the most common.Gaming is already a highly social experience, as over two-thirds (68%) of gamers typically play with others. Specifically, 60% play games online with others, and 39% play in the same room with others, whether online or offline. Notably, playing with others is driven by younger and more hardcore gamers, while 81% of Boomer/Mature gamers prefer to play alone.Most gamers expect that video games will continue to become even more social (75%) and that they will see more live service games (77%) in the next five years.Two-thirds agree that video games can introduce them to new friends, primarily driven by younger hardcore gamers. In-game chat support is crucial, with most gamers preferring an in-game communication channel over other third-party options.

Purchase Intent

The study found that hardware is on the minds of gamers, as nearly two-thirds (64%) plan to purchase a new gaming device in the next year. A significant number of gaming products are being sold as three-in-five gamers (62%) intend to make a gaming peripheral technology purchase within the next year to enhance their gaming experience.Gaming headsets with a microphone are one of the most widely owned gaming peripherals and one of the top planned purchases to improve the gaming experience and facilitate communication with others while playing."The gaming industry's growth is undeniable, reflecting a cultural and economic shift towards interactive and immersive entertainment," Hummel said. "Gaming unites diverse audiences and influences how we experience technology. Whether it's mobile games driving accessibility or hardcore gamers pushing the boundaries of innovation, the opportunities for developers and hardware makers to expand their customer base are vast."About 23% of gamers said they wanted better gaming hardware. This is significant considering Nintendo's plan to release the Switch 2 next year, which is the Japanese company's first new hybrid console since 2017. In the next 12 months, 26% of gamers plan to buy a game console, as stated by Hummel. About 20% of gamers own handheld consoles, but it is not yet a dominant primary device. Virtual reality is being hindered by the high cost of the devices, as Hummel pointed out.

Aging Gamers

Most gamers (57%) enter the gaming market between the ages of five and 12. Gaming activity peaks during high school (ages 15 to 17) and significantly declines after college (age 22 and above) when work and other life responsibilities take over. About 63% say they don't play as much when they get older due to time constraints.Regardless of age or gender, gamers primarily play video games to relax and unwind. However, older gamers (ages 60 and above) are more likely to play to improve themselves and keep their minds sharp through word, puzzle, and other brain-stimulating games. As gamers age, they become more casual and turn to mobile devices for gaming.Gamers are generally satisfied with their current gaming platforms, but price, controller ergonomics, customer support, and backward compatibility present the greatest opportunities for improving platform satisfaction. When asked about how to enhance gaming in the next five years, gamers most frequently mentioned better gaming hardware (23%) and games/content (19%).

A Digital Generation, Subscriptions, Free-to-Play, and Gaming IP

Most gamers (69%) prefer playing digital downloads over physical discs, especially PC and mobile gamers. They expect to purchase nearly twice as many digital games as physical games in the next year.Forty percent of gamers currently use or have a membership to a paid game subscription service, and among them, 49% purchased one in the past six months. Game subscriptions are set for growth, as 29% of gamers are interested in paying for a subscription in the next year, primarily driven by younger Gen Z and Millennial gamers.Many gamers (68%), especially those who are older (ages 60 and above) and more casual, prefer playing free-to-play (F2P) games rather than paid titles and older games that have been out for a few years rather than newly released ones.Despite being watched most frequently by Gen Z and Millennial gamers, TV shows and movies based on gaming IPs still have a positive impact on all gamers. 44% would be "extremely" or "very" interested in playing a video game based on their favorite shows/movies.Among the priorities for gamers, accessibility and inclusivity matter. A little more than half say they see themselves represented in video games. And accessibility features in games (like graphics for color-blind people) are quite popular.Gaming will play a prominent role at CES 2025, which begins in the first week of January in Las Vegas. The show will showcase the latest technologies, content, and innovations shaping the industry. Attendees can explore a dedicated gaming area featuring global leaders in gaming hardware, software, and content creation. Notably, Nvidia CEO Jensen Huang will deliver a keynote speech at Mandalay Bay on Monday, January 6, at 6:30 p.m.Other major names exhibiting gaming technology at this year's show include AMD, Hisense, HP, Intel, LG, MSI, TCL, and more.