Gaming opportunities for telecoms operators: consumer survey

27 January 2025 | Research

Martin Scott

Survey report | PPTX and PDF (10 slides); Excel | Video, Gaming and Entertainment


"44% of respondents that paid for games used subscription gaming services in 2024, an increase from 32% in 2020."

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Gaming is important for telecoms operators because it has high engagement, drives demand for high-performance connectivity and has high revenue growth potential for operators. This survey report investigates how gaming behaviour is changing around the world and how that might affect telecoms operators' gaming propositions.

This report provides:

  • insight into how digital gaming is evolving, the demographics of gamers and why this is of interest to operators
  • discussion of how the gaming market can be segmented by operators
  • Analysis of how the appetite for subscription gaming is evolving over time
  • information about how gaming services relate to telecoms service satisfaction, Net Promoter Score (NPS) and churn.

Survey data coverage

The survey was conducted in association with Dynata in July 2024. The survey groups were chosen to be representative of the internet-using population in selected countries around the world. We set quotas on age, gender and geographical spread to that effect. There were at least 1000 respondents per country, except in Saudi Arabia and the UAE where there were 750.

Geographical coverage

  • Western Europe (WE): France, Germany, Ireland, Italy, Norway, Spain, Sweden and the UK
  • Central and Eastern Europe (CEE): Poland and Turkey
  • North America (NA): Canada and the USA
  • Developed Asia–Pacific (DVAP): Australia and New Zealand
  • Emerging Asia–Pacific (EMAP): Malaysia 
  • Sub-Saharan Africa (SSA): South Africa
  • Middle East and North Africa (MENA): Saudi Arabia and the UAE

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Author

Martin Scott

Research Director