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CROSS-MARKET STUDY · 2026

WHO REALLY WATCHES THE STREAM

THE VIEWER ISN'T WHO YOU THINK.

A three-market read on gaming, streaming, esport, anime and how attention converts — Poland, France & the United States.

1,349

RESPONDENTS

3

MARKETS

PL·FR·US

600 · 500 · 249

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WHO REALLY WATCHES THE STREAM - CROSS-MARKET STUDY · 2026 · inStreamly.com x NewGamePlus.group

01 · THE AUDIENCE

THE STREAM VIEWER IS A GAMER — NOT A SPECTATOR.

95%

PLAY GAMES THEMSELVES.

ONLY 5% DON'T PLAY AT ALL.

35%

Game 14+ hrs every week

40%

Watch streams 14+ hrs / week

HOURS SPENT GAMING PER WEEK

35%

19%

26%

15%

5%

14h+

8–14h

3–7h

Under 3h

Don't game

A third of the audience plays more than 14 hours a week. The "viewer" and the "player" are the same person .

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02 · INTENSITY BY AGE

GAMING ISN'T A TEENAGE MEDIUM.

IT PEAKS AT 45+.

GAME 14H+ / WEEK

WATCH STREAMS 14H+ / WEEK

% of each age group · all markets combined

27%

30

26%

32

36%

43

42%

44

44%

46

13–17

Teens

18–24

Young adult

25–34

Core

35–45

Older

45+

Oldest

Both gaming and watching intensity climb with every age bracket. The heaviest gamers and the heaviest stream-watchers are the 45+ group — not teens. Brands targeting "gaming" as youth media are aiming at the smallest slice of the audience.

WHO REALLY WATCHES THE STREAM - CROSS-MARKET STUDY · 2026 · inStreamly.com x NewGamePlus.group

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03 · ATTENTION

ATTENTION ISN'T SHATTERED.

IT'S TWO HOURS DEEP.

47 %

WATCH A SINGLE STREAM FOR 2+ HOURS NO BREAK, NO SWITCHING.

40%

Watch 14+ hrs of streams a week

8%

Drop off under 30 minutes

2H+

Single uninterrupted session

47%

1–2H

25%

30–60 MIN

20%

UNDER 30MIN

8%

2h+

This is selective, deep attention — not a deficit. Streaming earns the kind of focus TV and social have lost.

WHO REALLY WATCHES THE STREAM - CROSS-MARKET STUDY · 2026 · inStreamly.com x NewGamePlus.group

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04 · DISCOVERY

STREAMING IS THE #1 WAY GAMERS FIND THEIR NEXT GAME.

STREAM

Watched someone play it

29%

A FRIEND

17%

IN-STORE REC

14%

ONLINE AD

11%

SOCIAL MEDIA

9%

2.6×

Stream out-discovers online advertising. In the US, online ads land just 3% — while stream hits 34%.

WHO REALLY WATCHES THE STREAM - CROSS-MARKET STUDY · 2026 · inStreamly.com x NewGamePlus.group

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05 · CONVERSION

STREAMING ISN'T AWARENESS.

IT'S A PERFORMANCE CHANNEL.

77 %

HAVE BOUGHT A GAME AFTER WATCHING IT ON A STREAM.

57%

Bought a game they'd first written off

24%

Bought via stream 3+ times

BOUGHT 3+ GAMES VIA STREAM, BY WATCH INTENSITY

37%

18

17

9

14H+

Heavy

8–14H

3–7H

<3H

Light

More watching means more buying. Heavy watchers convert 4× more often than light ones.

WHO REALLY WATCHES THE STREAM - CROSS-MARKET STUDY · 2026 · inStreamly.com x NewGamePlus.group

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06 · ESPORT

ESPORT ISN'T A NICHE.

64% OF TWITCH VIEWERS WATCH IT.

64 %

OF STREAM VIEWERS WATCH ESPORT — AT LEAST SOMETIMES.

33%

Of non-gamers watch esport regularly

18%

Watch esport regularly overall

FRANCE

24% watch regularly

68%

POLAND

15% watch regularly

64%

UNITED STATES

13% watch regularly

55%

France is the most esport-engaged market. The US has the lowest reach — and watches esport more as spectator sport than as gamer content.

WHO REALLY WATCHES THE STREAM - CROSS-MARKET STUDY · 2026 · inStreamly.com x NewGamePlus.group

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07 · CULTURAL IDENTITY

ANIME, GAMING & ESPORT ARE ONE IDENTITY — NOT THREE.

SHARE GAMING 14H+ / WEEK, BY RELATIONSHIP TO ANIME

41%

32

35

28

IMPORTANT

part of life

WATCH

sometimes

NOT FOR ME

KNOW IT

not into it

Anime fans are the most intense gamers of any group.

52 %

HAVE A POSITIVE RELATIONSHIP WITH ANIME. IT'S NOT A FRINGE TASTE.

25%

Of anime fans watch esport regularly — vs 14% of everyone else. The passions feed each other.

By market, any anime interest: PL 39% · FR 64% · US 57% . France is an anime culture — 38% call it an important part of their life.

WHO REALLY WATCHES THE STREAM - CROSS-MARKET STUDY · 2026 · inStreamly.com x NewGamePlus.group

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08 · CREATION

MOST OF THE AUDIENCE IS ON BOTH SIDES OF THE CAMERA.

67%

ARE PART OF THE CREATOR ECOSYSTEM — MAKING, TRYING, OR ASPIRING TO.

35%

Actively create content today

42%

Active creators in the US — the lead

WHERE THE AUDIENCE SITS ON CREATING CONTENT

20%

15%

16%

16%

33%

Create regularly

Create sometimes

Tried, stopped

Want to

No & won't

30%

Of heavy gamers (14h+) create regularly. This audience isn't passive — it produces.

WHO REALLY WATCHES THE STREAM - CROSS-MARKET STUDY · 2026 · inStreamly.com x NewGamePlus.group

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09 · PLAYBOOK

THREE MARKETS, THREE PLAYBOOKS.

PL

POLAND

SKEPTICAL, BUT THE MOST EXPLORATIVE.

73%

bought a game via stream — the lowest of the three

50%

changed a purchase decision after a stream

29%

watch games they don't play — highest, ripe for discovery

FR

FRANCE

THE STRONGEST PERSUASION ENGINE.

81%

bought a game via stream — the highest conversion

64%

changed a purchase decision after a stream

64%

have an interest in anime — a deep culture crossover

US

UNITED STATES

HIGHEST INTENSITY & CREATOR CULTURE.

40%

game 14+ hours a week — the most intense market

42%

actively create content of their own

43%

watch for community — streaming as a social network

WHO REALLY WATCHES THE STREAM - CROSS-MARKET STUDY · 2026 · inStreamly.com x NewGamePlus.group

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