© Newzoo 2022
Newzoo’s Consumer Insights Games & Esports
5
Computer Assisted Web Interviewing (CAWI)
February 2022 – April 2022
Representative sample of the online population aged 10-
65/10-50 (regional coverage and age scope differs by market).
75,930 respondents across 36 countries/markets. Per
country/market, approx. 2,000 respondents, 3,000 for the United States
and China, and 1,500 for Egypt, Saudi Arabia, and United Arabic Emirates.
• Gen Alpha (born 2010 or later / 10-12 y.o.)
• Gen Z (born 1995-2009 / 13-27 y.o.)
Population that has access to a stable/active internet
connection.
Consumers who engage with gaming through playing,
viewing, owning, and/or social behavior.
Those who have played video games on a PC, console, or mobile in
the past 6 months.
Past 6 months players who, on average, spend money on a monthly
basis on games on a PC, console, or mobile device. Spending money includes
gifts, downloadable content, subscriptions, and other micro-transactions.
Those who watched live-streamed or pre-recorded gaming video
content in the past 12 months (incl. esports). (=Gaming video content viewers)
Gaming video content viewers that watched esports in the
past 12 months.
United States, Canada
United Kingdom, Germany, France,
Spain, Italy, Russia, Poland, Netherlands,
Belgium, Sweden, Finland, Turkiye, Egypt, Saudi
Arabia, United Arab Emirates, South Africa
Mexico, Brazil, Argentina, Chile,
Colombia
Australia, New Zealand, China, Japan,
South Korea, Thailand, Taiwan, Indonesia,
Vietnam, Malaysia, Philippines, Singapore, India.
Consumer Insights Games & Esports 2022 methodology