As of June 2024, 34 percent of video gaming audiences in the United States belonged to the top third of households by income. A further 32 percent of U.S. gamers were belonged to the middle household income segment.
As of June 2024, 27 percent of adults in the United States in the bottom third of households by income spent one to five per week playing video games. A further 16 percent of respondents from this income segment stated that they spent six to ten hours on video gaming in an average week.
In the second quarter of 2020, it was revealed that mobile users in the United States with a higher household income spent more time on average gaming on their devices - at least once a day, if not more. Overall, the general frequency of mobile gaming decreased with average household income.
This application shows median household income by race and by age of householder. This is shown by tract, county, and state boundaries. This service is updated annually to contain the most currently released American Community Survey (ACS) 5-year data, and contains estimates and margins of error. There are also additional calculated attributes related to this topic, which can be mapped or used within analysis. Median income and income source is based on income in past 12 months of survey.
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Graph and download economic data for Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: First-line supervisors of gaming workers occupations: 16 years and over: Women (LEU0254761800A) from 2000 to 2019 about game, second quartile, occupation, females, full-time, salaries, workers, earnings, 16 years +, wages, median, employment, and USA.
In the company's fiscal 2024, the median employee at video game publisher Electronic Arts earned an estimated salary of 148,704 U.S. dollars. Take-Two Entertainment has so far been the lowest-paying company out of the big three video game producers in the United States.
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Graph and download economic data for Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: Gaming services workers occupations: 16 years and over: Men (LEU0254655400A) from 2000 to 2011 about gambling, second quartile, occupation, full-time, males, salaries, workers, earnings, 16 years +, wages, services, median, employment, and USA.
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United States - Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: First-line supervisors of gaming workers occupations: 16 years and over: Men was 853.00000 $ in January of 2019, according to the United States Federal Reserve. Historically, United States - Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: First-line supervisors of gaming workers occupations: 16 years and over: Men reached a record high of 914.00000 in January of 2018 and a record low of 581.00000 in January of 2001. Trading Economics provides the current actual value, an historical data chart and related indicators for United States - Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: First-line supervisors of gaming workers occupations: 16 years and over: Men - last updated from the United States Federal Reserve on March of 2025.
According to a 2024 survey, people employed in middle-level jobs in the gaming industry had a considerably higher median annual salary across categories in Europe compared to their non-European counterparts. For example, the median annual salary in game programming and development was 47,000 euros in Europe, compared to only 27,800 euros outside of Europe, a decrease of more than 40 percent. The difference was even larger in the analytics area, where the European median salary of 45,614 euros was more than three times the salary in non-European regions.
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United States - Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: Security guards and gaming surveillance officers occupations: 16 years and over was 768.00000 $ in January of 2024, according to the United States Federal Reserve. Historically, United States - Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: Security guards and gaming surveillance officers occupations: 16 years and over reached a record high of 788.00000 in January of 2023 and a record low of 399.00000 in January of 2000. Trading Economics provides the current actual value, an historical data chart and related indicators for United States - Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: Security guards and gaming surveillance officers occupations: 16 years and over - last updated from the United States Federal Reserve on March of 2025.
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Graph and download economic data for Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: Gaming cage workers occupations: 16 years and over: Women (LEU0254766600A) from 2000 to 2011 about gambling, second quartile, occupation, females, full-time, salaries, workers, earnings, 16 years +, wages, median, employment, and USA.
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Use of Computer- und Video-Games. Personality.
Topics: frequency and duration of playing on the computer or console (alone or together with other gamers); mobile gaming; genre preferences; importance of game attributes; favorite games (open); hardware; spending on average per month for gaming.
Experience: number of years the respondent has been playing video or console games; self-rating of skills as a gamer (Beginner, Advanced, Expert); duration and frequency; gambling; motivation (psychological motivation: escapism, relaxation, enjoyment, narration, excitement, passing time, success, competence, roles, exploration); social motivation (interaction, teamplay, competition).
Media use and spare time activities: number of hours watching TV and reading newspapers or magazines each day; number of hours of internet use for private and professional purposes; frequency of different spare time activities.
Personality (agression, sociability, self-esteem, achievement orientation, competetiveness, conservatism, self-efficacy); social skills; identification as a gamer.
Housing situation; currently school pupil or college/university student; school type; nationality; language;
Real life satisfaction: satisfaction with work/school, college/university, leisure time, sleep, family life, current gaming perfomance); satisfation with life; personal spendable income; party preference (sunday question); success (professional/academic success, in-game success).
Social capital: personal relationship (e.g. number of good friends); social integration (activities in social groups, clubs or other organisations); social capital gaming; friends and gaming.
Game addiction (salience, tolerance, mood modification, withdrawal, conflict, addiction others).
Cultivation: attitudes towards militarism, sexism and gender roles.
Changes in life (family situation and professional life) since the last interview a year ago (only waves 2 and 3)
Demography: age; sex; marital status; living together with a partner; occupational status; employment; education (highest academic degree); household size; number of persons in the household younger than 18 years; monthly household income;
Additionally coded was: respondent-ID; West/East; genre and USK Altersfreigabe of the favorite games.
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Graph and download economic data for Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: Fish and game wardens occupations: 16 years and over (LEU0254545100A) from 2000 to 2011 about game, fishing, second quartile, occupation, full-time, salaries, workers, earnings, 16 years +, wages, median, employment, and USA.
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Graph and download economic data for Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: Security guards and gaming surveillance officers occupations: 16 years and over (LEU0254545700A) from 2000 to 2024 about safety, gambling, second quartile, occupation, full-time, salaries, workers, earnings, 16 years +, wages, median, employment, and USA.
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Brazil CES: 2008-2009: Average Monthly Family Expenditure: BRL 6225 to 10375: Current: Consumption: Miscellaneous: Betting & Gaming data was reported at 14.340 BRL in 2008. Brazil CES: 2008-2009: Average Monthly Family Expenditure: BRL 6225 to 10375: Current: Consumption: Miscellaneous: Betting & Gaming data is updated yearly, averaging 14.340 BRL from Jun 2008 (Median) to 2008, with 1 observations. Brazil CES: 2008-2009: Average Monthly Family Expenditure: BRL 6225 to 10375: Current: Consumption: Miscellaneous: Betting & Gaming data remains active status in CEIC and is reported by Brazilian Institute of Geography and Statistics. The data is categorized under Brazil Premium Database’s Domestic Trade and Household Survey – Table BR.HC005: Consumer Expenditure Survey: 2008-2009: Average Monthly Family Expenditure: by Income Level.
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Graph and download economic data for Employed full time: Median usual weekly nominal earnings (second quartile): Wage and salary workers: Gaming services workers occupations: 16 years and over (LEU0254548600A) from 2000 to 2024 about gambling, second quartile, occupation, full-time, salaries, workers, earnings, 16 years +, wages, services, median, employment, and USA.
The NFL is one of the most widely televised sporting leagues in the world. The average television viewership of a regular season NFL game in 2024 was calculated to be 17.5 million. Attendance In addition to this record-breaking TV viewership, the NFL attracts thousands of fans to the stadiums each week to see their favorite teams in action. The NFL has consistently been the major American sports league with the highest average attendance, with an average of almost 70 thousand people attending each game in the 2023 season. Moreover, during the 2024 regular season, the average total home attendance per team across the entire NFL was calculated to be 588,088. The franchise with the highest total attendance for its eight regular-season home games was the Dallas Cowboys, perhaps in part to their comparatively reasonably priced tickets, costing nearly 117 U.S. dollars on average, just less than the average ticket price across the NFL at 120 U.S. dollars per ticket. Best players Since 1957, the Associated Press NFL Most Valuable Player Award has been given to the NFL player considered to have been the most outstanding during the season. Since the award's introduction, Peyton Manning has received the award the greatest number of times during his career, closely followed by Aaron Rodgers, who has received the award on four occasions. One other potential indicator of the success of an NFL player is their annual salary. The highest-paid NFL player in 2024 was Dak Prescott, quarterback for the Dallas Cowboys, who earned 86.3 million U.S. dollars from salary and bonuses and 14 million U.S. dollars from endorsement deals during the 2024 season.
During the 2023/24 season, the Baltimore Ravens had the highest player payroll among the 32 teams competing in the National Football League (NFL). The team had a payroll amounting to approximately 345 million U.S. dollars. By comparison, the two NFL teams with the lowest player payroll during the 2023/24 season were the Los Angeles Rams and the Indianapolis Colts at 239 million U.S. dollars. What is the average ticket price for a Los Angeles Rams game? The average ticket price for a Los Angeles Rams home game was around 103 U.S. dollars in the 2023 season. During that period, the Los Angeles Rams recorded an average home attendance of 73,150 spectators. The Los Angeles Rams average regular season home attendance peaked in 2016 at 83,164. What NFL team has the highest franchise value? Even though the Dallas Cowboys have neither won nor competed in a Super Bowl since 1996, the team is still by far the most valuable franchise in the NFL. In 2024, the Cowboys has a franchise value of 10.1 billion U.S. dollars; this was over two billion U.S. dollars more than its closest rival, the Los Angeles Rams. Meanwhile, the New England Patriots had the third-highest franchise value that year at 7.4 billion.
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Macau ME: Other Community, Social and Personal Services: Gaming data was reported at 20,000.000 MOP in Sep 2018. This stayed constant from the previous number of 20,000.000 MOP for Jun 2018. Macau ME: Other Community, Social and Personal Services: Gaming data is updated quarterly, averaging 16,000.000 MOP from Mar 2008 (Median) to Sep 2018, with 43 observations. The data reached an all-time high of 20,000.000 MOP in Sep 2018 and a record low of 12,000.000 MOP in Dec 2009. Macau ME: Other Community, Social and Personal Services: Gaming data remains active status in CEIC and is reported by Statistics and Census Service. The data is categorized under Global Database’s Macau SAR – Table MO.G027: Median Monthly Earnings: by Industry.
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Brazil CES: 2008-2009: Average Monthly Family Expenditure: BRL 4150 to 6225: Current: Consumption: Miscellaneous: Betting & Gaming data was reported at 11.740 BRL in 2008. Brazil CES: 2008-2009: Average Monthly Family Expenditure: BRL 4150 to 6225: Current: Consumption: Miscellaneous: Betting & Gaming data is updated yearly, averaging 11.740 BRL from Jun 2008 (Median) to 2008, with 1 observations. Brazil CES: 2008-2009: Average Monthly Family Expenditure: BRL 4150 to 6225: Current: Consumption: Miscellaneous: Betting & Gaming data remains active status in CEIC and is reported by Brazilian Institute of Geography and Statistics. The data is categorized under Brazil Premium Database’s Domestic Trade and Household Survey – Table BR.HC005: Consumer Expenditure Survey: 2008-2009: Average Monthly Family Expenditure: by Income Level.
As of June 2024, 34 percent of video gaming audiences in the United States belonged to the top third of households by income. A further 32 percent of U.S. gamers were belonged to the middle household income segment.