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    Home»Tech»Gaming shapes workplace tech buying, Logitech study finds
    Tech

    Gaming shapes workplace tech buying, Logitech study finds

    JamesBy JamesSeptember 16, 2026No Comments5 Mins Read
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    Gaming shapes workplace tech buying, Logitech study finds
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    GamingDigital TransformationLogitech

    Gaming shapes workplace tech buying, Logitech study finds

    Wed, 16th Sep 2026 (Today)
    JOSEPH GABRIEL LAGONSINNews Editor

    Logitech has published research on the gaming habits of Australian IT decision-makers, finding a strong overlap between gaming and workplace technology purchasing.

    The survey covered 200 Australian IT decision-makers with senior purchasing authority. Every respondent said gaming relates directly to core workplace skills, including complex problem-solving, performing under pressure, and strategic thinking.

    Almost four in five respondents game every day, while 68% have been gaming for more than 10 years. Logitech also found that 95% personally control technology budgets, placing the results among buyers with direct influence over hardware and software choices.

    The research suggests gaming is a familiar part of daily life for many people responsible for workplace technology spending. It also indicates that gaming culture is shaping expectations around the tools employees use at work.

    According to the findings, 92% expect workplace technology to be influenced more heavily by gaming standards over the next three years. That points to a preference for systems and interfaces that feel more intuitive, responsive, and reliable, mirroring the experiences users have with games and gaming equipment.

    Damian Lepore, Managing Director, Logitech ANZ, said the scale of the overlap stood out in the data. “As these new findings show, today’s IT buyers are gamers, and they’re playing a lot more than you might think,” he said.

    He added that the relationship between gaming and professional technology work had long been visible in the sector. “The crossover between gaming and IT professionals has never been a secret, but it’s interesting to see the sheer scale of the overlap, and how it’s influencing decision-making in the workplace.

    “But that’s undoubtedly a good thing. Savvy enterprise tech buyers don’t just shop for features – they stress-test systems and demand friction-free workflows. Managing complex IT infrastructure requires quick thinking, constant adaptation, and staying calm under pressure, and these are the same skills gamers use every day.”

    The study also linked gaming with recruitment attitudes in the technology sector. Some 81% of respondents said they would be more likely to consider a job candidate who lists gaming as a skill on a CV.

    That suggests some employers view gaming less as a leisure activity and more as a sign of familiarity with fast-moving digital environments. In technical hiring, where employers often look for evidence of problem-solving and adaptability, that perception could give candidates another way to frame relevant experience.

    Lepore said the findings reflect a wider shift in how senior technology leaders view the gaming community. “This data validates a shift many tech executives already recognise – that modern players are essentially the architects of Australia’s future technical labour pool,” he said.

    He continued: “The cognitive flexibility, rapid response times, and analytical capabilities honed in gaming environments are proving to be significant professional assets in the contemporary office.

    “This is a phenomenon that will only continue to grow. After all, 17 million Australians play video games, and even in a sports-mad country, gaming’s cultural relevance is huge. As young Aussie gamers are promoted into more senior purchasing roles, the digital literacy and performance psychology skills developed at consoles and keyboards will have an even greater impact on the working world.”

    For workplace technology vendors, the findings highlight a buyer group whose expectations may be shaped as much by consumer technology as by traditional corporate procurement criteria. IT leaders who spend substantial time in gaming environments may place greater weight on usability, speed, stability, and design consistency when assessing products for staff.

    That could affect how workplace tools are built and marketed, especially as the distinctions between consumer and office technology continue to blur. Accessories, collaboration software, and endpoint devices are increasingly judged against the experience users get from personal devices at home, and gaming appears to be one influence behind that comparison.

    The survey was limited to 200 respondents in Australia, but it points to a broader cultural pattern in the local technology industry. Many of the people making IT buying decisions are not just familiar with gaming culture from the outside; they are active participants in it.

    With 79% of respondents saying they game every day, the data suggests gaming is not a fringe interest among Australian technology buyers. It is a routine activity for much of the group deciding what equipment and software enters the workplace.

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