Skip to content
Home » Explore » Game Age Research Institute Co., Ltd. Investigating gamer usage of SNS and posting sites_Over 80% of users use SNS and posting sites

Game Age Research Institute Co., Ltd. Investigating gamer usage of SNS and posting sites_Over 80% of users use SNS and posting sites

Game Age Research Institute Co., Ltd.
Investigating gamer usage of SNS and posting sites_Over 80% of users use SNS and posting sites
A gamer who casually disseminates not only game information but also casual daily events

Recently, various SNS and posting sites have appeared, and tools that anyone can send are familiar. Regarding games, it is a convenient tool that allows you to send and view various information such as title topics and reviews, but how do gamers use SNS and posting sites? This time, we investigated the usage of SNS and posting sites by gamers, including non-game related usage.
Game Age Research Institute Co., Ltd. (President: Seiichi Mitsui) has conducted various analyzes as the only “marketing research and consulting firm specializing in the game business” in Japan. In recent years, the traditional game market has entered a period of transition due to the rise of new “entertainment” that goes beyond the framework of so-called games, such as VR and e-sports, which have become hot topics around the world. For that reason, we will continue to conduct analysis that delves into the lifestyle of gamers under the current theme of “what is a gamer?”
Recently, various SNS and posting sites have appeared, and tools that anyone can send are familiar. Regarding games, it is a convenient tool that allows you to send and view various information such as title topics and reviews, but how do gamers use SNS and posting sites? This time, we investigated the usage of SNS and posting sites by gamers, including non-game related usage.
[Image 1

[Image 2

■ More than 80% use SNS and posting sites, but less than 30% send/post When we asked gamers whether they have any SNS or posting sites they use, 80.2% answered that they use them. On the other hand, when asked whether they would send or post by themselves, 29.2% answered that they would. [Graph 1.2.]
About 80% of gamers use SNS and posting sites, but only about 30% send or post. [Image 3

Looking at the above results by age group, users in their 20s accounted for the highest usage at 91.1%, and those in their teens and 30s accounted for over 80%. [Graph 3.]
Similarly, there is a tendency for people in their twenties, teens, and thirties to post and post, but in particular, 51.4% of gamers in their twenties are sending and posting in some way. [Graph 4.] There was no significant age difference in the use of SNS and posting sites, but it can be seen that the number of people in their 20s who send and post is very high.
[Image 4

■ High usage rate of “Twitter” and “Instagram” among those in their 20s and “TikTok” among those in their teens
So what kind of SNS and posting sites do gamers use? When asked about the SNS and posting sites they use, the most popular is “YouTube” at 69.9%. “Twitter” was used by 44.8%.
The usage rate of “YouTube” was high in all ages, but the usage rate of “Twitter” and “Instagram” was higher in the 20s than in other age groups, and the usage rate of “TikTok” was higher in the teens than in other age groups. The results are high. [Graph 5.]
[Image 5

Also, when asked if the information posted on SNS led to any purchases or actions, the answer was, “Some of the purchases of game software were triggered by information on SNS.” ), “I bought a game commented by a game commentator” (female/20s), etc. I went straight to the purchase page and bought it” (female, 20s), “I saw a campaign collaboration product of a character my child likes and went to buy it” (female, 30s), “Convenience store sweets and sweets at restaurants I went shopping and eating after seeing food reports posted.” (female, 30s). understand. Such comments were especially common among women. ■ Feel free to send and post casual daily events on “Twitter” and “Instagram” Next, when asked about the SNS and posting sites to send and post, “Twitter” accounted for more than half at 59.5%, followed by “Instagram” at 46.9%.
People in their 20s and 40s tend to send and post to Twitter, and those in their teens and 20s to Instagram. “YouTube” was used a lot, but the transmission/posting rate was low at 11.7%. [Graph 6.] [Image 6

Therefore, in order to know the status of sending and posting, when asked how often they send and post, 44.3% send and post at least once a day, and at least once a week. 31.9%. You can see that more than 70% send and post at least once a week. [Graph 7.]
Also, when asked what kind of content they are sending and posting, “lifestyle related information”, “eating and drinking related information”, “entertainment related information”, etc. are higher than “game related information” at 16.5%. It is [Graph 8.]
Rather than firmly transmitting and posting fixed information, it seems that they are casually transmitting and posting casual events that happened today and topics such as eating and drinking familiar to everyone.
[Image 7d39514-109-cde58759cdf820a443c1-6.jpg&s3=39514-109-18d8e187a85da647e8b01ab1ff9e6814-948x321.jpg
As a result of looking at the use of SNS and posting sites by gamers, although there are differences in tools depending on the age, many gamers obtain not only game information but also various daily information from SNS and posting sites. I found that the information I got from the website was used to make my daily life a little more enjoyable and fulfilling.
Also, it seems that the number of people who send/post is still limited compared to the total number of users, but rather than sending/posting on a specific theme such as a game, I would rather talk about everyday events, thoughts, delicious food, and more. I found out that they are casually disseminating interesting
entertainment topics.
Before the penetration of SNS and posting sites, we could only obtain limited information and limited means such as informational magazines and trend magazines, but now we transmit casual daily information like this, It is pervasive that users casually use them, and by using them interactively and enjoying them, various forms of information transmission, diffusion, and self-expression will be created, not limited to games.

Details about this release:


Leave a Reply

This article was partly generated by AI. Some links may contain Ads. Press Release-Informed Article.