Games consumption Q1 2022 Time spent takes centre stage

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20,000 foot view: Time spent on games is growing in importance as a key performance indicator for the games industry. Whether it is games subscription services deciding which titles and publishers to prioritise in terms of partnerships, or individual games assessing which distributor or console ecosystem to strike an exclusive deal with, right through to planning effective marketing campaigns and product strategies, the average time spent on games and the monitoring of relevant gamer segments will play an increasingly important role. With this in mind, MIDiA presents its inaugural annual games consumption model and report.
Key insights:
- Time spent on games is becoming a pivotal metric as the games industry transitions from unit-sales-led towards engagement-led business models
- In 2022, gamers across US, UK, Canada, Australia, France, Germany, Sweden, Brazil, and South Korea spent an average of hours a week playing games
- US gamers spent the most weekly hours on games while German players spent the least of gamers accounted for of all weekly gamer hours in 2022
- Mobile gamers spent fewer weekly hours on games than the gamer average, while console and PC gamers both spent more
- High spec gaming PC owners spent hours per week on games in 2022, making them the most engaged games technology owner segment
- Xbox owners spent the most time on games hours) of all console owners, followed by Nintendo owners hours) and PlayStation owners hours)
- Fans of open world sandbox and RPG games spent the most weekly hours on games, while puzzle fans spent the least
Companies and products mentioned: Among Us, Animal Crossing, Assassin’s Creed, Apex Legends, Call of Duty, Elden Ring Fall Guys, FIFA, FreeFire, GTA, Far Cry, Fortnite, League of Legends, Lost Ark, Madden NFL, Minecraft NBA Nintendo, PlayStation, Pokémon, PUBG, Red Dead Redemption, Roblox, Rocket League, Sonic, Spider-man, Super Mario, Valorant, and Xbox