A Gamer’s Take on Teens and Screens 2024

The gaming industry is constantly changing to try to engage newer, younger audiences. This often requires taking risks — risks that sometimes help companies stand out among the competition, but sometimes don’t pay off. Here at the Center for Scholars & Storytellers, we know that the best way to figure out what teens want is simple: ask them. So that’s exactly what we did — this year, for the first time in the three-year-old history of our annual Teens and Screens study, we asked adolescents what they want from the games they play today. As someone who’s been in the gaming industry professionally since I was 15 years old, the findings make perfect sense to me.

Community Over Competition

When I was younger, gaming was largely a solitary experience for me (minus the split-screen games I would play with my twin brother, of course). I rarely went online unless my friends from school asked me to play with them. Single-player games like the Mass-Effect and Fallout series were good enough for me. 

As I’ve gotten older though, games have evolved into their own types of social media platforms. Multiplayer online games like Fortnite, Minecraft, and Roblox offer teens the chance to connect, collaborate, and build relationships. I now play these types of online multiplayer games daily, and I know I’m not alone: In our 2024 Teens and Screens study, only 12% of adolescents reported not playing video games at all; and a resounding majority (~70%) of teens reported personally finding community in the games they play (i.e. made new friends through games, found a sense of belonging through games, etc.). 

Gaming is no longer just about competition; it’s about players having shared experiences in virtual spaces. Fortnite is a prime example of this. Initially a tower defense title to a battle royale where the last one standing wins, it’s now evolved into a creative hub where you can do all that but also so much more with other players. 

Content That’s Engaging

While social media offers connection, it often lacks the depth that teens find in gaming. Endlessly doom-scrolling through content on a phone can end up feeling aimless and draining, making many of us feel like we have brain rot. In contrast, gaming is an active creative outlet. Teens can build worlds, collaborate on missions, and engage in real-time strategy. 

This is arguably a more fulfilling experience than simply being a passive consumer, and the teens we surveyed seem to agree: When asked what they most prefer when they have free time, the majority (39.2%) of adolescents chose playing video games over watching a TV show/movie (33.3%) or scrolling on social media (27.5%). And the reason they reported why they preferred video games over watching TV/movies or scrolling social media was because gaming allowed them to feel more fulfilled and engage with their peers. 

As someone who used to be on my phone 24/7, I totally get the sentiment behind this finding. I definitely prefer gaming over watching TV and scrolling social media because of the fulfillment I get from leveling up, solving puzzles, and engaging with other players — and all of my hours in VRChat, Roblox, and Fortnite back it up.

Characters That Represent Us

The 2024 Teens and Screens study also showed an increasing demand from young people for more representation in gaming. This is something I resonate with a lot. I’ve always liked games that let you create your own customizable avatar best. When that option isn’t available, I definitely look for characters that I feel represent me. It’s never been a deal breaker for me when it comes to playing games, but other teens may feel more strongly. According to our new research, 50.6% of adolescents who play video games say it’s difficult for them to find games with characters that look like them, which should really be an eye-opener for game developers. 

The gaming industry has been in a rough state of transition since 2020. Layoffs are rampant for too many studios, with titles such as Concord failing upon release. This seems to be because creators don’t really know what gamers in general, much less young people, want. As a result, they keep playing it safe with a status quo that ends up hurting them in the long run. 

A change starts here. We have the information companies need to make a difference: Find ways to foster more community in games, create higher quality content young people can engage with that helps them feel both connected and fulfilled, and create more diversity in characters and storylines. Young people want to entertain themselves while also finding connection, identity, and purpose — gaming can be a crucial space for them to do just that. All creators have to do is listen.


Varnell (Bubba) Harris is the Youth Digital Marketing Manager at the Center for Scholars & Storytellers (CSS) at UCLA, where he runs social media and leads the Youth Media Representation (YMR) program. Bubba has been heavily involved in the media & entertainment industry for more than 7 years. Previously, he has written and produced content for several gaming and entertainment companies, including ScreenRant and Epic Games where he worked on the critically acclaimed video game Fortnite. Bubba is also an independent Black content creator who wants to make a difference in the world through smiles, laughter, and community engagement.

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Our Voices Matter: Reflections on Teens and Screens 2024 from the Gen Z Author

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Teen Reactions to 2024 Teens & Screens Findings