
A modern cyber club is when you dive into the game to the max: with top-tier hardware, a gaming community, and an atmosphere of competition and excitement.
At a time when powerful computers and high-speed internet are available in almost every home, computer clubs have not only remained relevant but have also transformed into modern spaces.
This is no longer a “café with computers,” but also places of power for gamers. If a coffee shop smells like coffee, then a cyber club smells like adrenaline.
A slight thrill before matches, the clatter of keyboards, team jokes and challenges to opponents: here a gamer immerses themselves fully in their world. This is what makes a computer club something more than just a convenient place to play.
According to an internal study by CYBERION — a large-scale network of computer clubs in Ukraine — analytics were gathered on the social and age composition of players, as well as the factors that motivate them to choose clubs instead of home gaming.
Modern computer clubs are no longer just places to play, but also centers of gaming culture, socialization, and youth leisure.
According to a survey involving around 400 guests across different clubs in the network, the main audience of CYBERION is young people aged 15–24. Among them:
The social breakdown is also interesting:
This means that clubs are no longer just entertainment during holidays, but part of everyday youth life.
For many gamers, going to a club is a regular part of the week: some stop by before class, others after work, and some come on Friday evening to finally “disconnect” from everything and just play their favorite games with friends.
In the club, everyone — regardless of age or social status — finds their own rhythm, without formalities or schedules.
Thanks to the wide geographic distribution of clubs, CYBERION guests come from both large metropolitan cities and smaller towns and settlements.

Although 60% of surveyed visitors have their own computers, they choose to play at a club because of:
Most visitors (70%) come to clubs in the evening, which shows the popularity of clubs as a place for leisure after study or work.
Today, games are stories about shared victories, shouts of joy, exchanging emotions and fails. This is a community whose atmosphere you can’t find at home.
Group play dominates: 80% of guests come to play with friends, while only 20% play alone.
Regarding gender distribution, 7% of visitors are girls, and this number is growing (it was 5% in 2023).
This is further proof that gaming has long ceased to be a “male hobby” and is now a space open to everyone.
Computer clubs are becoming places of socialization where players meet, form teams, play together online, and start joint streams.

One of the key factors is accessibility. The cost of one hour of play starts from 50 UAH.
Income levels of guests:
A gamer is no longer a stereotype, but a lifestyle. It can be an IT specialist after work, a student with classmates, or a delivery driver between shifts in Dota 2.
Since 2020, esports has been recognized as an official sport in Ukraine, and in 2027 the first-ever Olympic Esports Games will take place in Saudi Arabia.
CYBERION supports this direction: large-scale tournaments are held in clubs every month, with a total prize pool already reaching 225,000 UAH.
Modern computer clubs are centers of gaming culture, socialization, and leisure.
Visitors choose clubs not only for games, but also for communication, team experience, and a sense of belonging to a community.
For some, esports is just a hobby.
And for others — a springboard to great victories and a professional career.
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