Logitech G talks “gamecation” and how gaming and holiday travel are correlated. Research suggests that gaming is becoming a planned activity.
Logitech G today shared new insights pointing to a growing global trend in which gaming is increasingly integrated into holiday travel and seasonal time off. Often referred to as the “gamecation,” the trend reflects how players are deliberately carving out time to play—whether at home, while traveling, or during family gatherings.
Survey-based research commissioned by Logitech G indicates that gaming is becoming a planned leisure activity during holidays rather than a spontaneous pastime. In the UK, more than half (55%) of adults who game—representing approximately 14.1 million people—reported requesting time off from work specifically to play games in 2025. In Australia, one in four gamers, or about 5.3 million individuals, reported taking time away from work or study for gaming-related activities during the same period.
Across regions, respondents cited major game launches, hardware releases, and in-game events as key reasons for aligning time off with gaming. The UK study further found that 28% of gamers reported spending six or more hours gaming during holiday breaks, highlighting how playtime is becoming a central part of leisure schedules.
Gaming as a Form of Seasonal Reset
As the end of the year brings social commitments, travel, and preparation demands, Logitech G’s research suggests many gamers view gameplay as a way to unwind. In Australia, 65% of respondents said gaming helps them relax and manage stress, ranking alongside those who play primarily for enjoyment.
In the UK, nearly a quarter (24%) of gamers reported considering a gaming-focused holiday in 2025. Among that group, 43% said incorporating gaming into time off was as relaxing—or more so—than traditional breaks such as spa visits or city trips. The findings suggest gaming is increasingly seen as part of personal downtime and self-care during busy holiday periods.
Shared Play and Staying Connected
The research also points to gaming’s role in strengthening connections during the holidays. In France, 74% of adults surveyed said video games help bridge generational gaps, particularly during family gatherings. Team-based and sports-style games were especially popular, with 45% reporting having participated in SIM racing with family members—a figure that rose to 65% among parents with children under 18.
In the UK, where concerns around family quality time were common, 86% of respondents said they would play video games with their children to create shared experiences, and 65% believed gaming could provide more meaningful bonding than some traditional holiday activities.
For gamers spending the holidays apart from loved ones, online play continues to serve as a social connector. In Australia, 33% of respondents said gaming is one of their primary ways of catching up with friends, while 75% noted that online gaming plays an important role in maintaining relationships across physical distance.
Gaming Gear Goes on the Road
With gaming extending beyond the home, players are favoring portable setups that include lightweight headsets like Logitech’s G522, as well as compact mice and durable mechanical keyboards suited for travel.
As gaming becomes more portable, equipment is increasingly traveling with players. More than half (51%) of UK gamers surveyed said they bring a console or handheld device when traveling. Logitech G also cited industry data showing cloud gaming subscriptions have grown by more than 500% over the past five years, enabling gameplay across locations.
When choosing accommodations, UK respondents most frequently highlighted ultra-fast WiFi (48%) and a comfortable space that can function as a gaming setup (45%) as important considerations. Logitech G noted that portability, durability, and ease of setup are becoming key factors as players seek to maintain consistent gaming experiences during travel.
*Data cited from multiple survey-based studies commissioned by Logitech G. Each survey included more than 1,000 participants aged 18–45. Studies were conducted in coordination with Antenna (Australia), September 2025; OpinionWay (France), May 2025; and OnePoll (UK), December 2024 and May 2025. Population estimates are based on the most recent data available from Statista.