Media In Life 2018
Millennial gamers, and others too...
In 10 years, the number of daily players of video games** has sharply increased: +13.5 points compared to 2008. Also in 2018, over a quarter of the French population aged 13 and older (25.2%) had at least one daily contact with a video game. Although most fans are men and young people aged 13 to 24, gaming is evolving and is becoming more widespread across the population as a whole. Today, 23% of women play video games on a daily basis, compared to 18% in 2016.
Furthermore, 61% of those aged 35 and over enjoy this hobby every day – a 15-point rise in two years.
“Video games are no longer restricted to a certain age group or genre. These games are now accessible to everyone thanks to the expansion of mobile phones. The 13 to 24 year age group really stands out because they consume video games more and do so with greater intensity,” declared Xavier Lemuet.
Mobile, the gamer's new favourite screen
Whilst gaming on TVs and portable consoles has been in decline over the past ten years, gaming on a mobile phone is now well-established, with gamers showing a preference for that device. Each day, 39% of gamers choose to play on their mobile – an increase of 34 points compared to 2008. In addition, thanks to the portable nature of this device, gamers can play on their mobile phones throughout the day, and no particular peak playing time exists.
In spite of this rise in popularity for mobile, the computer remains an important device for 34% of gamers, and its average number of contacts per day is still higher (3.9 vs. 2.1), which is evidence of more intense gaming consumption on that device, especially in the afternoon and until late evening.
Gamers - fans of traditional media
Although video games are their main passion, gamers are also fans of traditional media: playing games on a daily basis does not alter their normal media usage. On the contrary, one distinct feature of their day is high consumption of these media in the morning, afternoon and evening, alternating with their digital hobbies throughout the day, and with a marked increase in video game consumption across all screens that occurs mainly in the evening.
*Any person having had at least one contact with video games on a computer, TV, portable games console, mobile phone, or tablet on an average day.
** All games, all devices