Gamer Motivation Insight Report

Gain rapid insight into motivation trends and game preferences by gender and age in this data-driven 60-page report:

  • Learn how gaming motivations do and do not vary by gender and age in easy-to-read charts.
  • Get concise explanations of what different demographic segments look for in games.
  • Use these segments to develop personas and tailor effective messages.
  • Be prepared for how the gaming market will change as the 35+ segment grows.

We generated this report using data from 400,000+ gamers between the ages of 13 and 64 to understand how gaming motivations, genre preferences, and popular games change as men and women age.

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Explore the Content in Our Detailed 60-Page Report

Detailed Charts of Gender and Age Differences

Detailed charts and explanations of how each of the 12 motivations in our Gamer Motivation Model changes between the ages of 13-64 and broken down by gender. Based on data from over 400,000+ gamers.

Nick Yee and Nic Ducheneaut have over 40 peer-reviewed papers on gaming and virtual worlds. Our research on online gaming motivations research has been cited over 1,400 times. Our current Gamer Motivation Model was developed via factor analysis of survey data, and this report was generated using data from over 400,000+ gamers.

We created a Gamer Motivation Profile where gamers could complete a 5-minute survey, get their personalized motivation profile, and share it online. About 80% of our traffic came from social media sharing.

Survey data from 400,000+ gamers was used to generate this report. 81% of the respondents were male, 18% were female, and 1% were non-binary gender. The median age was 25, with a range from 13-74, and a standard deviation of 7.84.

The survey was conducted in English only, and the majority of the respondents came from North America, followed by the EU.

11% of the respondents self-identified as casual, 68% as core, and 21% as hardcore. In terms of platform, 83% regularly game on PCs, 55% on consoles, 35% on smartphones, and 25% on handheld consoles.

80% of our sample was recruited organically via social media sharing by gamers who had taken our Gamer Motivation Profile. No material or financial incentive was provided to our respondents.

In terms of sampling bias (compared with ESA 2015 report), our sample skews towards a younger, male, core PC gamer demographic. The analysis in this report breaks down the data by gender and age, and thus controls for the primary demographic biases. The sampling bias favors PC gamers, but the frequencies of console/smartphone/handheld console usage match the ESA report (within 1% point). Thus, while our sample is not representative of all gamers, we believe the findings in this report accurately describe the core gamer market.

Concise Tables of the Most and Least Important Motivations for Each Demographic Segment

We provide the data at multiple levels of granularity and always start each section with a summary of the most important findings.

We use the following age segments to define cohorts in the report (further broken down by gender):

15 – 24
25 – 34
35 – 44
45 – 54
55 – 64

Charts of How Genre Appeal Varies by Age

For men and women separately, we identify the game genres whose appeal increases and decreases the most across age (as well as the genres that are most age stable).

Popular Games and Gaming Emphasis for Each Demographic Segment

We provide both concise summary tables and detailed charts of the popular games for each demographic segment, and the psychological gaming emphasis that drives each segment.

Unadjusted percentages are the simple frequencies of each game title listed as a favorite divided by the total sample size. But this method means that highly popular games (like World of Warcraft) tend to dominate the lists and crowd out games where there are large age differences. The adjusted lists divide the local frequency by the baseline frequency. Thus a QF score of 2 means this age group listed a game title at twice the baseline frequency.

We recommend using the exaggerated differences in the adjusted list to understand how gamers may approach the games in the unadjusted list differently. For example, World of Warcraft caters to many different styles of play. The adjusted list provides clues as to what those may be for this particular age group.

Table of Contents

Our 60-page report begins with an executive summary and an overview of the trends and opportunities. After a very brief description of our Gamer Motivation Model, the main report consists of 4 sections that explore how age and gender intersect with gaming motivations, game genres, and popular game titles.

Purchase This Report ($1,690)

This report is provided by Quantic Foundry LLC for the sole use of the recipient. Use is only authorized for internal purposes. Prior written permission from Quantic Foundry is required should the recipient wish to pass on the Report in any form, electronic or otherwise, to any third party.

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