Bryter's Annual Women Gamers Study

Since 2018, Bryter's Annual Women Gamers Study has been tracking the behaviours and experiences of women gamers across different markets. Comparing how they play, why they play, but also exploring issues around toxicity.

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Introduction

What is Bryter's Women Gamers Study?

In recent years, the gaming industry has expanded and evolved significantly, attracting a more diverse audience. As the number of women gamers increased, Bryter sought to gain a better understanding of this key audience. Since 2018, Bryter’s annual Women Gamers Study has surveyed thousands of PC and console gamers across key markets such as USA, UK and China.

Throughout the years of this study, we have tracked various gaming behaviours, from genres played, motivations, to the rising popularity of online multiplayer games, streaming and eSports. Another key part of Bryter’s study is the exploration of toxicity in gaming – tracking experiences over time and uncovering the impact across the gamer audience.

Study Overview

The growing audience of women gamers

Once considered a niche pastime, gaming has grown into a mainstream form of entertainment. In key markets like the UK and Germany, Bryter data shows that over half of all consumers now engage with video games across various platforms.

The diverse variety of games and accessibility of platforms has allowed gaming to extend its appeal across all age ranges. There has also been a significant rise in the amount of women gamers, now making up nearly half of the player base.

RDNE Stock image - pexels

 

Behavioural trends

Despite some reluctance to identify as a 'gamer', women are spending an increasing amount of time gaming. The average weekly hours spent on PC and console gaming have more than doubled in recent years, rising from 7 hours in 2018 to 15 hours in 2024.

Women gamers are particularly drawn to immersive worlds and rich storytelling, enjoying character development and customisation. This explains the popularity of genres like Life Simulation and Action-Adventure among women players.

However, the stereotype that women only play so-called ‘cosy’ games is misleading - since 2020, more women have been engaging with competitive and high-intensity genres, including battle royale and shooters.

This shift underscores the growing importance of understanding player experiences and preferences. Bryter’s annual Women Gamers Study delves into the behaviours, motivations, and challenges faced by this expanding audience, offering valuable insights into their evolving role in the gaming world.

 

Cultural differences

The expansion of the study to include the Chinese market highlighted some strong cultural differences, especially in the way players game and what they play.

Our data showed that women gamers in China are more strongly motivated by social aspects around gaming, leading to vast differences in the types of games played. Online multiplayer games are hugely popular in China, with Chinese gamers being more likely to play with other people than alone.

Popular genres in China are therefore those that lend themselves to multiplayer – the top one being MMORPG - whereas UK & US favour Action-Adventure and ARPG.

There are also pronounced differences between China and Western markets when it comes to mobile gaming. In China, again, women prefer a multiplayer experience, but also a more immersive one – opting for genres such as MMORPG, ARPG, Battle Royale. Conversely, the UK and US have traditionally been more casual when it comes to mobile gaming genres, prefer puzzle based games.

Toxicity in gaming

Gaming is often seen as a welcoming community, yet toxicity remains a significant issue. Bryter’s Women Gamers Study has tracked rising toxicity levels over the years, peaking in 2022 when 72% of women reported experiencing toxicity from male gamers. This surge may have been influenced by the COVID-19 pandemic, as more people turned to gaming as an emotional outlet. Recent years have shown a slight decline, suggesting there have been increased efforts to combat toxicity in gaming spaces, although the levels are still too high.

While toxicity affects many gamers, women are particularly vulnerable. What may start as sexist comments, verbal abuse, or sabotage in gameplay can quickly escalate into more severe threats - such as rape threats, digital stalking, or even real-life harassment.

Despite some progress, only a minority of players feel that there are adequate processes in place to deal with toxicity sufficiently. Many players avoid reporting incidents due to a perceived lack of consequences or fear of retaliation from the perpetrator.

The impact that toxicity is having on the gaming industry is substantial, with many players - men and women - restricting their gameplay experience by turning off voice chat, hiding their gender, or even avoiding multiplayer games altogether - limiting their ability to fully engage with gaming communities.

 

Summary

Bryter’s Women Gamers Study shows how behaviours have shifted over time – not only with more women gaming, but also in terms of how they play. Over the years of the study, time spent gaming has doubled, the popularity of online multiplayer games has grown significantly, and women are playing a greater variety of genres.

With these changing behaviours, unfortunately also comes negative trends – namely, the rise in toxicity. Hitting a peak in 2022, toxicity has become a prominent issue across the gamer audience, but especially for women. Countless women recalled experiences of sexual harassment, threats of rape and stalking from men gamers. It’s not an issue that can be ignored, as the impact of toxicity is significant - driving players away or restricting the gameplay experience. Bryter's study emphasises the importance of understanding the changing behaviours of gamers and how to design games and spaces that attract a diverse audience.

Key takeaways

  • Bryter have surveyed over 8,000 gamers so far as part of the Women Gamers Study
  • Player motivations and preferences vary greatly across age, gender and market
  • Player behaviours evolve over time, so understanding your audience is vital to game success
  • Gaming has become an important social space, but with that, instances of toxicity have also grown
  • It's vital to show a clear stance against toxicity and provide adequate support systems for players, to retain players.

Women Gamers Report Archive

Bryter's Women Gamer Reports - 2018 to present

Women gamers 2024 cover

2024 (all gamers, in UK & US)

Download the 2024 Woman Gamers Report

Widening the lens to include all gamers, the aim of the 2024 study was to compare different gaming behaviours and how these may have changed over the years, as well as examine different experiences with toxicity across different player groups.

Key stats

  • Average hours spent gaming hits an all-time high amongst women – 15 hours per week on PC/console
  • 48% of women feel gaming is a big part of their identity ….but 28% wouldn’t call themselves a gamer
  • Toxicity drops for a second year – but still 59% of women experience toxicity
  • Gamers from the LGBTQ+ community or ethnic minorities are even more likely to experience toxicity

 

Women Gamers Report 2023

2023 (women in UK & US)

Download the 2023 Woman Gamers Report

The 2023 study focusses on women gamers in the US & UK, but with deeper exploration of toxicity in gaming. For the first time, we saw a slight drop in the amount of women experiencing toxicity, although players still felt the industry needed to do more to welcome women gamers and make them feel represented.

Key stats

  • 2023 saw the first decrease in the amount of women experiencing toxicity – although still high at 65%
  • 24% of women leave the game entirely when confronted with toxicity
  • 24% avoid certain titles because of the negative environments associated with them
  • 54% of women feel there aren’t enough female characters in games

 

Female Gamer Study 2022 - Behaviours

2022 (women in UK, US & China)

Download the 2022 Women Gamers Report

The 2022 study stayed consistent with three markets, focusing on tracking changes since the previous year. The data showed some interesting changes around console usage and eSports viewership in China, but the most notable point was hitting peak levels of toxicity. We also explored how players feel about reporting toxicity, and other possible tools.

Key stats

  • Previously dominated by PC, the release of 9th gen consoles drive console usage in China – 51% using PS5 – although PC still number one (66%)
  • Online multiplayer gaming increases further in US & UK – 75% playing regularly
  • 72% of US & UK women gamers have experienced toxicity (vs. 34% in 2019)
  • 62% of women gamers don’t report toxic behaviour
  • The perception of lack of consequences prevents gamer reporting bad behaviour

 

Female Gamers Survey 2021

2021 (women in UK, US & China)

Download the 2021 Women Gamers Report

In 2021, the study expanded to a third market – China. This uncovered many differences in gaming styles, with women gamers in China being highly motivated by social gaming – reflected in the genres they play, their participation in online multiplayers and eSports and streaming. Toxicity continues to rise in the UK & US, and is also shown to be an issue in China.

Key stats

  • Gaming time increases to 9hrs per week in the US & UK, but still behind the 12hrs in China
  • Online multiplayer gaming continues to rise: UK 55%, US 66%, China 87%
  • 2 in 3 gamers in China watch eSports regularly, compared to just 1 in 3 in UK & US
  • 80% of Chinese women gamers experience toxicity
  • 15% of US women gamers experiencing toxicity, receive rape threats

 

Female Gamers Survey 2020 Report

2020 (women & men, in UK & US)

Download the 2020 Women Gamers Report

In the third year of the study, a sample of male gamers is included to compare behaviours and experiences. The proportion of gamers experiencing toxicity was equal across men and women, although the type of abuse was quite different.

Key stats

  • 32% of women are more reluctant to identify as a gamer (vs. 25% of men)
  • Popularity of online multiplayers is increasing, but less so for women (51% of women play vs. 67% of men)
  • Toxicity levels increased significantly, with 58% women experiencing toxicity, and 62% men
  • 1 in 4 men admitted to engaging in negative behaviours/ comments

 

Female Gamers Survey 2019 Report

2019 (women in UK & US)

Download the 2019 Women Gamers Report

Widening the scope of the Women Gamers Study 2019 to include women gamers in the US as well as UK, we found behaviours across the two markets to be relatively similar, although women gamers in the US were more active in online games, streaming and eSports.

Key stats

  • Toxicity levels are consistent with the previous year – with 1 in 3 women gamers having ever experienced toxicity
  • Female character representation improved, but still 48% felt there were not enough strong female characters
  • Half of women gamers playing online multiplayers (55% US, 49% UK)

 

Female Gamers Survey 2018

2018 (women in UK)

Download the 2018 Women Gamers Report

The first edition in the study, focussing on women gamers in the UK. Building a picture of how they play and what motivates them. The study was also one of the first to uncover the levels of toxicity experienced by women and the lack of representation in the industry.

Key stats

  • Average gaming time 6.9 hrs per week
  • Top 3 genres on PC/console: Action-Adventure, Puzzle, Strategy
  • 52% wouldn’t call themselves a real gamer
  • 33% of women experienced toxicity from male gamers
  • Just 15% felt that there were adequate processes in place to deal with toxicity

 

 

Bryter Gaming Insights

Understand gamers, design for the future

Bryter work with a broad range of gamer audiences to understand their behaviours, motivations, needs and experiences. Ultimately, what is shaping and influencing gamer behaviour in relation to what they play, how and when they play, and what shapes their purchase behaviours for games and gaming technologies.

 

Develop and launch with confidence

Bryter support throughout the development lifecycle - from early-stage concept testing, to playtesting, and refining pre-launch marketing assets. Find out what really resonates with players and how best to set up your game or product for success.

 

Identify opportunities and drive engagement

Whether it be at product ideation phase or post-release, Bryter help identify opportunities for further growth. From exploring brand equity and market landscapes to detailed segmentation of current player bases in order to understand how to maximise engagement. 

 

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