A recent survey conducted by the Russian public opinion organization VTsIOM reveals notable patterns in video game engagement among adults. Among 1600 respondents aged 18 and older, roughly one in four report playing video games. The data show a split in frequency: about 5% of players engage several times per month, and another 5% participate in gaming at least once every six months. These figures help illustrate how gaming fits into varied daily routines across the adult population, highlighting that a smaller, steady group maintains a regular gaming habit while a larger segment approaches it more casually or intermittently. The takeaway for stakeholders is that gaming activity is widespread but highly variable in cadence, with different groups balancing leisure time against other responsibilities.
The survey further indicates that weekly gaming activity is common for about 23% of respondents, while a sizeable majority—77%—do not frequently dedicate time to virtual entertainment. Within this landscape, younger adults emerge as the principal active demographic, with the most robust engagement concentrated among those aged 18 to 24. In this younger cohort, a fifth report actively engaging with games on a daily basis. Conversely, gaming participation among people over 60 remains comparatively modest, with roughly one in ten in that age bracket identifying as gamers after the age of sixty. These age-based distinctions shed light on how the gaming audience shifts over the life cycle, suggesting targeted considerations for product development, user experience, and content strategy aimed at different age segments.
Gender differences also appear in the survey results. Men report gaming more frequently than women, with a rate of 34% versus 13% for women, indicating a substantial gap in regular engagement. This disparity underscores how gender dynamics can influence preferences for game types, platforms, and monetization approaches, and it informs marketers about where to focus outreach and design considerations when addressing male and female audiences.
Platform preferences reveal a strong bifurcation in how gamers access titles. The majority lean toward desktop computers and smartphones, with 44% and 45% of respondents indicating these devices as their primary means of play. Laptops are used by 16%, while dedicated game consoles and tablets account for 5% and 8%, respectively. This distribution highlights the mobile and PC-centric nature of gaming in the observed population, guiding developers and publishers to optimize experiences across devices and to consider cross-platform compatibility as a core aspect of product strategy.
Beyond gameplay habits, the investigation notes that sanctions have begun to affect the purchasing dynamics for players. Gamers report challenges related to acquiring new games, maintaining subscriptions, and conducting in-game transactions, reflecting broader friction in the consumer environment that can influence frequency, platform choice, and overall satisfaction. These shifts are important for service providers and retailers to monitor, as they can guide adjustments in pricing, access models, and payment options to sustain engagement during periods of regulatory or market pressure.