Ninety percent of Gen Z respondents in Deloitte’s 2026 Digital Media Trends research said they were gamers, compared with 84% of millennials. That looks like a straightforward win for the younger generation – until time spent is factored in. Among those who played, both generations averaged eight hours of video games a week.
The broader question of who likes online entertainment more has no single reliable measure. Streaming, creator videos, and games all count, but app ownership does not measure enjoyment. The meaningful comparison is how each generation discovers, uses, and pays for specific formats.
Six points separate gamers; zero hours separate their averages
Deloitte’s March 2026 media monitor reported gamer identification at 90% for Gen Z and 84% for millennials. Its eight-hour weekly average applied to gamers in both groups, not every member of the generation. A casual player affects participation without necessarily changing the hours reported by committed gamers.
An independent perspective comes from the Entertainment Software Association’s 2026 U.S. report. It found that 67% of Americans aged five to ninety played video games at least an hour weekly; the average player was 37 years old. Millennials are no longer a niche audience in their twenties. Game developers therefore cannot treat youth trends as the entire market.
TikTok and Instagram show a clearer age divide
Pew Research Center’s 2025 U.S. survey found Instagram use among 80% of adults aged 18–29, compared with 62% of those aged 30–49. The corresponding TikTok figures were 63% and 44%; for Snapchat, 58% and 31%.
Age groups are not identical to generations. The 30–49 bracket includes some Gen X members, while 18–29 also excludes the youngest people in Deloitte’s broader Gen Z definition. Pew measured whether respondents ever used platforms, not enjoyment or daily minutes. These figures measure usage, not pleasure.
Facebook reverses the pattern; YouTube barely separates them
Pew’s same survey put Facebook use at 80% among adults aged 30–49 and 68% among those aged 18–29. On YouTube, the numbers were much closer: 92% for the older bracket and 95% for the younger. It carries both long videos and short clips.
The difference also matters for how entertainment spreads. Someone might discover a creator on a short-video feed and later watch an hour-long interview on YouTube. Viewing habits are better described as a sequence than a contest between two age labels.
Fandom is nearly a draw: 71% versus 67%
Deloitte’s 2026 research surveyed 3,575 U.S. consumers, including a subset of 2,977 who identified as fans of entertainment franchises, artists, or other properties. Among those fans, 71% of Gen Z and 67% of millennials said they engaged with their favorites across multiple formats, including streaming, social content, merchandise, and live events. The four-point gap is modest.
Social discovery was similarly close. Seventy-three percent of Gen Z fans said social platforms were their primary way to hear about new entertainment, versus 68% of millennial fans. Both groups frequently moved elsewhere to watch or buy the full product. Social media therefore serves as a discovery channel.
Digital entertainment also includes short games of chance
A complete list of adult online leisure can include streamed sports, interactive quizzes, multiplayer games, music subscriptions and casino-style titles. Someone curious about a plinko game online would encounter a digital pegboard where a ball descends toward different outcomes. Individual versions can differ in volatility, staking options and displayed payout information; applying emotional control and smart habits alongside the game’s published terms defines the overall experience better than generational stereotypes. Neither Deloitte’s gaming participation rate nor Pew’s social-media percentages indicate which generation uses Plinko more frequently.
Competitive multiplayer games involve strategic decisions, reaction time and cooperation. A casino-style Plinko round is governed by its rules and randomization mechanism, so previous results do not determine the next outcome. Video-game surveys do not measure online-casino participation.
Subscription choices complicate any generational winner
Deloitte reported that 68% of U.S. households subscribing to paid streaming video also used at least one advertising-supported video-on-demand service in March 2026, up from 54% the previous year. Those are household figures rather than a Gen Z-versus-millennial split.
Income, household composition and available time also affect subscriptions. One millennial might pay for family movie streaming while a Gen Z viewer relies on free creator channels; the spending comparison would not necessarily reveal who watches more. Businesses should separate reach, minutes, willingness to pay and loyalty instead of folding them into one claim about what a generation likes.
The verdict depends on the metric being tested
For gamer identification and adoption of TikTok-style social formats, Gen Z leads on the available evidence. For weekly gaming time among gamers, Deloitte found a tie; for cross-platform fandom, the gap was only four percentage points. Facebook use favors the older U.S. age bracket, while YouTube is broadly used by both. Different categories point in different directions.
Gen Z leads in some activities; millennials remain heavily engaged. A publisher measuring attention needs to choose its outcome first – usage, hours, subscriptions or spending – then compare the right populations.










