Fandom: People and Games in 2024
Gaming creates a safe space for people, where they can be themselves.
The research is based on a survey of more than 5,000 participants from around the world. It is important to note that the Fandom audience is already engaged with games.
54% of users play games to relax; 46% to create something new and express themselves; 40% to achieve new goals.
The "creative" motivation has grown the most over the past year—by 10%. People have started to pay more attention to this aspect (or the generations of players for whom this is important have begun to participate in such surveys).
Fandom identifies three factors in games that affect user engagement: personalization, large open worlds, and constant updates. Games with at least one of these components make up 78% of the top 50 projects on Fandom. They have 60% more engagement than projects without these features.
❗️ Fandom is a service for creating Wiki pages for games and more.
80% of people note that their gaming personality differs from their real-life one. 64% believe that it's easier to be themselves in games.
Meanwhile, 32% of respondents note that they would like to better reflect their virtual self in real life.