General video gaming use among the U.S. population increased significantly during the COVID-19 pandemic. Between May and December 2020, U.S. teens aged 15 to 19 years spent an average of 112.8 daily minutes on playing games and using computers for leisure, up from 73.8 minutes per day in the corresponding period of 2019. In 2024, the daily time spent on such activities among this age group decreased to 78.6 minutes per day.
In 2023, men in the United States spent approximately 42 minutes per day on games and using a computer for leisure. General video gaming use among the U.S. population increased significantly during the COVID-19 pandemic. Between May and December 2020, U.S. men spent an average 49.2 daily minutes on playing games and using computers for leisure, up from 36 minutes per day in the corresponding period of 2019. Women spent an average 26.4 minutes per day on gaming and leisure computer use.
A survey conducted among European gamers revealed that gaming audiences in the United Kingdom spent an average of 13.6 hours per week playing video games in the second quarter of 2020. In contrast, gamers from Germany only spent an average of 9.5 hours per week on video games during the same period.
According to a survey conducted in Singapore in 2020, around 31.3 percent of respondents stated that the longest they had consecutively played a game was between one to three hours. Around 4.9 percent stated that they have played for more than 15 hours in one sitting. The average time video gamers spent playing in one sitting was around 4.7 hours.
According to a survey on gaming in Singapore in 2020, 19.8 percent of respondents stated that they spent about two to four hours a week playing video games. This figure was expected to increase this year due to the COVID-19 pandemic.
Frequency of gaming
Gaming is a popular past time in Singapore, and many Singaporeans engage in playing online or video games daily. For the majority of Singaporeans, an average gaming session would last between less than an hour to three hours. However, this changed significantly with age – the majority of older gamers average only up to two hours per session. Singapore ranks among the top countries in Asia for time spent playing video games, and this has had consequences on everyday life.
Gaming in COVID-19
Too much time spent playing video games was seen by Singaporeans as being detrimental to mental health ; however, the effects could be just the opposite during the COVID-19 pandemic. Playing online games has become a popular and even healthy form of spending time during lockdowns and quarantines. Furthermore, socially interactive online games such as multiplayer games provide people with an outlet to communicate with others during a time when social interaction has been limited.
In 2021, an increasing share of Norwegian children played online games between one and five hours per day. In contrast, the share of children who spent only up to one hour on online gaming per day decreased from 31 percent in 2020 to 25 percent in 2021.
The social isolation during the coronavirus pandemic has resulted in an increase in video game interest among the youth.
According to a survey conducted in Singapore in 2020, gamers were asked how much time they spent watching other people play video games online on platforms such as Twitch and YouTube Gaming. Around 33.1 percent of respondents stated that they did not spend any time watching other players. The average weekly time spent was around 2.19 hours.
When asked about "Hours spent on playing video games per week", 28 percent of Canadian respondents answer "1 to 5 hours". This online survey was conducted in 2025, among 2,383 consumers. Looking to gain valuable insights about video gamers worldwide? Check out our reports on customers of video game stores and subscription services. These reports give readers a thorough picture of the people who use these platforms, including their identities, preferences, opinions, and methods of communication.
https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/
The video game publishing industry has seen extremely positive sales growth over the past five years. On average, sales growth amounted to 6.7% per year. While some larger marketers have suffered a drop in sales as a result of the shift away from physical copies and towards download options, more smaller industry players have been able to establish themselves on the market. Many consumers' interest in video games also increased dramatically during the lockdown phases. Many consumers spent more time at home due to contact restrictions and severely limited leisure opportunities, particularly in the first half of 2020 and 2021. Many turned to video games in search of entertainment. The growth trend is expected to continue in 2024 with an increase in sales of 1.5% to 1.2 billion euros.The increasing performance and variety or availability of end devices is also having a positive impact on the industry. Video games can increasingly be played on mobile devices such as smartphones and tablets, making it easier for the general public to access such games. Against this backdrop, game apps are currently enjoying increasing popularity. Furthermore, ever more elaborate and technically complex games can be played on computers and consoles. Advancing digitalisation means that the group of consumers of digital games is constantly growing.The industry is expected to see a further increase in sales in the period up to 2029. Turnover is expected to grow by an average of 2.4% per year to 1.3 billion euros. The development of virtual and augmented reality games as well as the trends towards cross-platform games, mobile gaming, cloud gaming, e-sports, free-to-play and subsequent monetisation through in-game purchases will have a significant impact on the industry in the coming years. The number of companies should also increase, as smaller marketers in particular, who are also active as developers, are likely to benefit from government funding and thus have the opportunity to make their mark on the market.
The world of video gaming is very diverse, ranging from mobile gaming to PC gaming and console gaming. Over the past years, there has been an increase in downloads and mobile games usage among kids as well as adults as a way of entertainment. According to a 2021 survey, the average daily time spent playing video games among teens aged between 13 and 18 years old is 55 minutes on video consoles in the United States.
Definition: The percentage of students who play video/computer games and use the internet for a specified number of hours per day on an average school day
Data Source: Student Health Survey, Office of Student Support Services, New Jersey Department of Education
History: MAR 2017 - Chart and table titles corrected to read as "More Than 3 Hours Per Day." They were erroneously labeled previously as "2 or Less Hours Per Day." - All 2010-2014 data were updated for total population and all racial/ethnic groups - 2020 targets modified to reflect a 10% improvement over the 2010 baseline for total population and all racial/ethnic groups
A 20223 survey revealed that gaming audiences in leading Western European markets spent an average of 8.9 hours per week playing video games. This is down from a peak of 9.5 hours per week during the global COVID-19 pandemic in 2020.
As a result of the COVID-19 pandemic in 2020, many people turned to video gaming as a form of entertainment during long periods of being locked down at home. During a global survey in June 2020, respondents from Latin America stated that their time spent playing video games during the pandemic had increase by 52 percent.
As of the third quarter of 2023, people in Malaysia spent on average one hour daily to play video games on gaming consoles. This was a slight decrease compared to the average daily time spent playing on game consoles, which was around one hour and ten minutes.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
The game has attracted a diverse group of players ranging from young children all the way through to older adults. Here’s the full breakdown of Minecraft user statistics.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Minecraft is a truly global game with players from all over the world. But the United States has the most players with 21.21% of daily usage recorded coming from the US alone.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
These Minecraft user statistics show just how big Minecraft has become and why it’s still so popular today.
General video gaming use among the U.S. population increased significantly during the COVID-19 pandemic. Between May and December 2020, U.S. teens aged 15 to 19 years spent an average 112.8 daily minutes on playing games and using computers for leisure, up from 73.8 minutes per day in the corresponding period of 2019. In 2023, the daily time spent on such activities among this age group decreased to 98.4 minutes per day.
Between October 2020 to March 2021, female mobile gamers spent an average of 17.89 minutes playing on gaming apps per day. By comparison, male users spent 15.73 minutes on mobile gaming daily. As of the beginning of 2021, the difference in weekly time spent playing video games on any device between female gamers and male gamers worldwide was not significantly large.
Video gaming is no longer a hobby exclusively enjoyed by the young. As generations have grown up with video games a normal part of life, the age of the average gamer also increases. During a 2023 survey, 25 percent of video game players still come from the 27 to 42 years age demographic, and 19 percent are 59 years and older. Time spent gaming In 2023, Americans aged between 15 to 19 years spent 98.4 minutes on gaming or leisurely computer use during an average day. The age demographic which devoted the least amount of time to gaming was the 55 to 64 years category. Members of this age demographic spent an average of just 17.4 minutes playing on the computer during an average day.
General video gaming use among the U.S. population increased significantly during the COVID-19 pandemic. Between May and December 2020, U.S. teens aged 15 to 19 years spent an average of 112.8 daily minutes on playing games and using computers for leisure, up from 73.8 minutes per day in the corresponding period of 2019. In 2024, the daily time spent on such activities among this age group decreased to 78.6 minutes per day.