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Twitch, the world’s leading video platform and community for gamers, today announced the findings of an extensive study on the nature of gamers* conducted by Neil Howe and his team at LifeCourse Associates. Contrary to popular perception the results prove that gamers are more social, family oriented, educated, optimistic, successful, and socially conscious than their non-gamer counterparts.

Twitch commissioned the study because the socially engaged community migrating to its live streaming platform was in stark contrast to the gamer stereotype. In order to get an independent, accurate, and quantifiable analysis to better understand this disparity between the stereotypical perception of gamers and Twitch’s own experience with its users, Twitch hired Neil Howe and his team at LifeCourse. Neil Howe is today’s leading researcher on Millennials, coining the term over 20-years ago. Because Millennials engage with Twitch at a higher rate compared to other generations, working with him and his research team at LifeCourse Associates was an ideal choice. 

“We know gamers and have witnessed the incredible level of social engagement and excitement that happens on our platform, but there is still this pervasive misperception that gamers are basement dwelling loners and misfits,” said Jonathan Simpson-Bint, CRO, Twitch. “In order to once and for all eradicate this maligned view of our community, it would require a scientifically verifiable and statistically defensible study from a reputable and experienced research firm. This is what Neil Howe and his team at LifeCourse Associates delivered. The study confirmed what we already expected based on our passionate and positive community which is gamers are social, video is their language and Twitch is their platform.” 

"The old stereotype of the solitary geek gamer is over. It turns out gamers today are more educated, optimistic, socially conscious, and connected to friends and family than non-gamers,” according to Neil Howe, LifeCourse Associates. “Twitch is a magnet for this new gamer.” 

Among the most notable findings of this extensive report were the following: 

Gamers lead more social lives than non-gamers

  • Gamers are more likely to be living with other people, including their friends, families, and significant others. In contrast, non-gamers are more likely to be living alone.
  • Gamers are far more likely to agree with the statement “My friends are the most important thing in my life” with a majority saying that they game with their friends.
  • Gamers are less likely than non-gamers to watch TV alone and less likely to prefer to watch this way. They are also far more likely to say that they watch video on TV, PCs, or mobile devices when at a friend’s than when at home. 

They’re closer to their families

  • Gamers are more likely to say that they have a good relationship with their parents.
  • A strong majority agrees that spending time with their families and parents are top priorities. (82% for gamers vs. 68% for non-gamers) 

They’re more educated

  • Gamers are more likely to hold a college degree or higher. (43% for gamers vs. 36% for non-gamers)
  • The same is true for gamers’ parents. 

They’re more optimistic

  • Gamers express far more confidence about their abilities and prospects for future success.
  • A majority agree that they are “a natural leader” compared to non-gamers.
  • A larger percentage say they are “more creative than most people,” compared to non-gamers.
  • Gamers are much more upbeat about their career aspirations; a majority of gamers feel “very positive” or “positive” in this regard. (67% “very positive” for gamers vs. 42% non-gamers) 

They’re more conventionally successful.

  • Gamers are slightly more likely to be employed full-time than non-gamers.
  • They’re more likely to say that they’re working in the career they want to be in. (45% for gamers vs.37% for non-gamers). 

They’re more socially conscious.

  • A large majority of gamers agree that “having a positive impact on society is important.” (76% for gamers vs. 55% for non-gamers)
  • Gamers are more likely to prioritize socially conscious business practices. A greater share of agree it’s impor­tant that the companies they buy products from support social causes and that companies treat their customers fairly.
  • They’re more likely to feel better about companies that have ethical business practices and would rather buy from those that have nothing to hide. 

The complete report can be found at our Reports site.

For more information on Twitch, visit the site's press center and blog.

* Gamers are defined as anyone who has played a game on a digital device in the last 60 days


About Twitch

Twitch is the world’s leading video platform and community for gamers where more than 45 million gather every month to broadcast, watch and talk about video games. Twitch’s video platform is the backbone of both live and on-demand distribution for the entire video game ecosystem. This includes game developers, publishers, media outlets, events, user generated content, and the entire esports scene. In February 2014, Wall Street Journal ranked Twitch as the 4th largest website in terms of peak internet traffic in the U.S., fortifying the brand as an entertainment industry leader and the epicenter of social video for gamers. For more information, visit: 

About LifeCourse Associates

LifeCourse Associates uses its expertise in generations, demography, and social sciences to explain the shifting currents of social change in America.  LifeCourse President Neil Howe is the foremost authority on social generations. He wrote the book Generations with William Strauss in 1991, and has since written 8 bestsellers on the topic of generations, including Millennials Rising. Howe is credited with coining the term Millennials. LifeCourse regularly conducts survey research on Millennials and other cultural and social phenomena for its clients. For more information, visit






PR Director, Twitch




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