Video gaming is a hobby enjoyed by young and old across the globe. In 2025, there were over *** billion gamers across Asia Pacific, making it the largest market for video gaming worldwide, with Europe coming in second place with a gaming audience of *** million. In total, there were an estimated **** billion gamers across the globe.
The number of users in the 'Games' segment of the media market in the United States was forecast to continuously increase between 2025 and 2030 by in total **** million users (+**** percent). After the tenth consecutive increasing year, the number of users is estimated to reach ****** million users and therefore a new peak in 2030. Notably, the number of users of the 'Games' segment of the media market was continuously increasing over the past years.Find other key market indicators concerning the revenue growth and user penetration.The Statista Market Insights cover a broad range of additional markets.
In 2023, there were ***** million video gamers in Mexico, the second-largest gaming audience among Latin American countries. Additionally, the country has a significantly higher gaming penetration of **** percent, more than ** percentage points higher than Brazil, which has the region's largest gamer audience.
Significant fluctuations are estimated for all segments over the forecast period for the number of users. In general, the number of users appear to exhibit a positive trend, with more segments showing increasing values rather than decreasing values until 2030. Among them, the segment Digital Video Games attains the highest value throughout the entire period, reaching **** billion users. Find further statistics on other topics such as a comparison of the revenue in Sweden and a comparison of the average revenue per radio listener in the United Kingdom.The Statista Market Insights cover a broad range of additional markets.
As of 2021, Asia accounted for over 1.29 billion mobile gaming users, more than a 48 percent of global mobile gaming audiences. Europe was ranked second with about 551.7 million mobile gaming users. Mobile gaming is the top-grossing gaming segment worldwide.
In 2020, low-end Games-as-a-Service (GaaS) PC gaming had the biggest audience, reaching nearly 1.7 million users during the the period. The second-largest PC gaming category based on audience size was premium GaaS with about 359.6 million users. The Games-as-a-Service (GaaS) business model refers to live service games that are continuously monetized post-purchase via in-game features such as premium passes, extra online content, and special gaming modes in order to encourage players to keep playing. For example, live services accounted for the majority of video game publisher Electric Arts' quarterly net bookings.
In total, there were 1.75 billion PC gamers worldwide in 2020.
India recorded about *** million online gamers in the year 2024. This was a seven percent growth from the previous year and is likely to reach over *** million by 2025. About *** million of these gamers reportedly paid for online games that year.
China, the world’s second-largest economy, is already home to one of the largest gaming populations in the world, a number reaching *** million in 2024. However, the growth rate of gamers in China was expected to stagnate over the coming few years, given the existing challenges of improving internet access in rural regions. Online gaming in China China has become one of the world’s largest and most rapidly growing online gaming markets. Forecasts indicate that the annual average revenue per user (ARPU) in video games would pass the ** U.S. dollar mark by 2028. As of October 2024, over ** percent of Chinese internet users had engaged in online gaming. With an internet user base of *** billion in China, online gaming still possesses a massive market potential that is yet to be unlocked. Mobile gaming on the rise Mobile games have overtaken PC-online games as the largest sector in the Chinese online gaming market. Driven mainly by smartphone and other handheld device sales, the Chinese mobile game market has grown exponentially. In 2024, the mobile gaming market in China reach *** billion yuan with a year-over-year growth rate at **** percent. Tencent, one of the leading Chinese internet players, has been dominating the online gaming market in China. Other major online game companies in China include NetEase, miHoYo, and ** Interactive Entertainment.
In 2020, there were an estimated 1.75 billion PC gamers worldwide, up from 1.5 billion PC gaming users in the previous year. Despite slowing revenue growth, PC gaming remains very popular and digital storefronts like Steam or the Epic Games Store making PC gaming titles accessible for gamers worldwide.
In 2024, about 59 million of gamers in the United States were highly engaged super gamers who played video games as their primary source of entertainment. However, avid gamers (those who played video games as one of a few equivalent sources of entertainment) accounted for the largest number of gaming audiences in the United States.
The United Kingdom is leading the ranking by number of users in the 'Games' segment of the media market, recording ** million users. Following behind is France with **** million users, while Spain is trailing the ranking with **** million users.
A survey conducted in the third quarter of 2024 found that over 92 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 83 percent of internet users were gamers.
The number of users in the 'Games' segment of the media market in Sweden was forecast to continuously increase between 2025 and 2030 by in total *** million users (****** percent). After the twelfth consecutive increasing year, the number of users is estimated to reach **** million users and therefore a new peak in 2030. Notably, the number of users of the 'Games' segment of the media market was continuously increasing over the past years.Find further information concerning the revenue change in the 'Traditional TV & Home Video' segment of the media market in Indonesia and the revenue in the 'Mobile Games' segment of the media market in Indonesia. The Statista Market Insights cover a broad range of additional markets.
Over the forecast period until 2030, the number of users is forecast to exhibit fluctuations among the nine segments. The number of users decreases towards the end of the forecast period only in the segment Physically Sold Video Games, while the remaining segments follow a positive trend. The difference between 2020 and 2030 amounts to an absolute value of **** million users. Find other insights concerning similar markets and segments, such as a comparison of revenue in Sweden and a comparison of revenue in the United States.The Statista Market Insights cover a broad range of additional markets.
In 2025, the ******************* accounted for over ** percent of global gaming audiences. ****** was ranked second with a ** percent share, same as *************.
The mobile gaming scene in China has experienced an upward surge. The number of mobile gamers peaked at around *** million in 2024 after a slight drop in 2022. Its growth was projected to slow down in the coming years.
China’s mobile gaming market The annual growth rate of mobile gaming market revenues in China has been rapidly declining since peaking in 2013. In 2022, market revenues in this segment took a massive blow and reported its first negative growth since the official figures have been released. However, the sales share of mobile games within the Chinese gaming industry remained relatively high, amounting to ** percent in 2024. Tencent, miHoYo, Lilith, and Century Games are the prominent Chinese global mobile gaming brand builders in terms of BrandZ brand power scores. The new trends Gaming is not just for the young generation. Almost a quarter of mobile game users in China were above 41 years old. Meanwhile, the popularity of mini-games on WeChat, the country's most popular social media, is significant, with monthly active users amounting to over *** million. Xundao Daqianis one of the hit mini-games on WeChat.
In 2023, almost 19 million people who played video or computer games in Germany used a gaming console such as an Xbox or Playstation. Most people, around 22.7 million, used their smartphone for gaming.
In 2023, the number of video game players in Spain was **** million, slightly above to the amount registered in 2021. Despite a slight decrease during 2022, the number of mobile gaming users in the country is expected to experience a slight growth, reaching up to **** million players in the country for this category by 2029.
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.
In 2024, there were approximately 3.5 million video gamers in Italy who were 15 to 24 years old. Gamers in this particular age range accounted for the largest share of Italian gaming audiences, while gamers aged between 45 to 64 years old were approximately 3.4 million. In total, there were an estimated 14.1 million gamers in Italy, reaching circa 33 percent of the population.
Video gaming is a hobby enjoyed by young and old across the globe. In 2025, there were over *** billion gamers across Asia Pacific, making it the largest market for video gaming worldwide, with Europe coming in second place with a gaming audience of *** million. In total, there were an estimated **** billion gamers across the globe.