IGN Entertainment has gone full researcher mode. The parent company of GamesIndustry.biz just released a public report developed alongside market research giant Kantar and the University of California, Berkeley, diving deep into how different generations actually consume entertainment content.
The data isn't just vibes and guesswork - it's built on detailed polling of thousands of what the report calls "highly-committed" content consumers across the US, UK, and Australia. Think hardcore fans, not casual scrollers who accidentally clicked on a YouTube gaming video at 2am.

The big takeaway, according to GamesIndustry.biz, is that three distinct generations are diverging in their entertainment habits. We're talking meaningfully different behavior, not just "grandpa doesn't understand TikTok" territory. The splits suggest that media companies can't just run a single playbook and expect to respawn at full health across every age group.
Why this actually matters for gaming
For the games industry specifically, this kind of data is basically a strategy guide for publishers and platforms trying to figure out where to spend their marketing gold. Understanding whether your core audience is still grinding on traditional media or has fully speedrun their way to short-form video content is the difference between a smart campaign and a missed shot in the dark.

The report being made public is also a bit of a flex move from IGNE - internal data like this usually stays locked behind corporate firewalls like some kind of end-game dungeon. Releasing it as a public report signals they want to shape the broader industry conversation, which is a pretty bold opening cut scene for whatever narrative they're building.
No specific generational breakdowns or percentage stats have been detailed in the announcement itself, but the full report is available through GamesIndustry.biz for anyone who wants to do their homework before the next industry boss fight.





