Research reports

/Research reports

How different generations engage with games

Gaming isn’t just for younger generations. While Gen Z and Millennials are much more likely to spend their free time [...]

Global gaming, VR and metaverse report

The global gaming, VR and metaverse report summarises 2020, an unprecedented year for the games market, whilst looking forward at [...]

Gaming marketing insights report

Facebook's gaming marketing insights report provides research into player behaviour, their motivations, preferences and habits. It illustrates the increasingly important role [...]

Esports and live streaming report 2021

Esports is changing. Over the past few years, the lines between esports, live streaming, and even influencer marketing have become [...]

The millennial gamers report 2021

Millennial gamers are the most powerful gamer audience today. They are the first generation to grow up with gaming's ubiquity, [...]

Live video game streaming trends Q1 2021

The live video game streaming trends report Q1 2021 summarises the central trends from online streaming across the computer games [...]

Video game streaming trends report 2020

The video game streaming trends report 2020 summarises the central trends from online streaming across the computer games landscape. Information, [...]

The growth in women’s sport and what it means for marketers report

The growth in women’s sport and what it means for marketers report 2021 explores how women’s sport is perceived around [...]

The European esports report – high engagement and even higher potential

PayPal and Newzoo have produced the European esports report - high engagement and even higher potential which examines the European esports [...]

The value of esports in the UK report

Ukie, the trade body for the UK games and interactive entertainment industry, has produced the value of esports in the [...]