The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. During a March 2020 survey, video gamers in the United States reported that they spent ** percent more time playing video games amid the quarantine than in the previous week.
Despite the gaming industry's large gains during the COVID-19 pandemic, user engagement with video games is declining again as many restrictions are starting to ease. As such, many gaming genres have lost players compared to the previous year. However, the indie genre was the only one that increased in audience reach year-over-year. A survey of console and PC gamers in the United States found that 17 percent of respondents played indie games in March 2022, compared to only 13 percent of gamers who engaged with the genre in the previous year.
Video gaming is a popular way for gamers to connect with friends and family. A February 2025 survey found that 72 percent of gamers in the United States played with others online or in person, up from 65 percent of U.S. gamers who did so in 2020. According to U.S. gamers, friends are the most popular group of people to play online with.
The gross profit of Good Gaming with headquarters in the United States amounted to *** U.S. dollars in 2024. The reported fiscal year ends on December 31.Compared to the earliest depicted value from 2020 this is a total decrease by approximately ***** U.S. dollars. The trend from 2020 to 2024 shows, however, that this decrease did not happen continuously.
Over the forecast period until 2030, the penetration rate is forecast to exhibit fluctuations among the eight segments. The penetration rate 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 ***** percent. Find further statistics on other topics such as a comparison of the average revenue per user in Iceland and a comparison of the revenue change in Sweden. The Statista Market Insights cover a broad range of additional markets.
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.
A global gaming audience survey during the fourth quarter of 2020 found that ** percent of PC gamers worldwide were male, and only ** percent of PC gamers were female. Tablet gaming had the most equal gender distribution of gaming users, as it was ** percent each.
After overtaking video game purchases, in-game consumer spending accounts for the biggest share of the video gaming market. In 2020, global gaming audiences spent an approximate ** billion U.S. dollars on additional in-game content. In 2025, the market value of in-game purchases is projected to surpass **** billion U.S. dollars.
According to a survey conducted in March 2024, 76 percent of adults in the United States played video games on at least one platform. In comparison, 24 percent of U.S. adults did not play video games at all.
Long gone are the days that video gaming was known exclusively as a hobby for teenage boys - it is now enjoyed by young and old alike and by both genders. In fact, in 2020, around ** percent of gamers worldwide were women between the ages of ** and **.
In 2025, video game subscriptions are projected to generate 11 billion U.S. dollars in annual revenues, up from an estimated 6.6 billion U.S. dollars in 2020. Video gaming subscriptions are increasingly popular, with console-based services XBox Live Gold and PlayStation Plus having millions of subscribers. Gaming subscriptions are not only limited to console and PC - in September 2019, Apple launched its Apple Arcade service.
Over the forecast period until 2030, the number of users is forecast to exhibit fluctuations among the seven segments. The number of users decreases only in the segment Physically Sold Video Games towards the end of the forecast period, while the remaining segments follow a positive trend. The absolute difference between 2020 and 2030 is **** million users. Find further statistics on other topics such as a comparison of the revenue in Japan and a comparison of the average revenue per TV user in Austria. The Statista Market Insights cover a broad range of additional markets.
The world of video gaming is very diverse, ranging from mobile gaming to PC gaming and console gaming. The hobby is popular among children and adults, with avid gamers spending a lot of money to get their hands on their favorite games. During a 2020 survey, it was found that consumer spending on gaming consoles increased by 16 percent in 2020.
Gamers' interest in gaming often goes beyond playing games and many players are interested in further content. During a global gamer survey in the fourth quarter of 2020, 39 percent of respondents stated that they recommended games to friends, and 38 percent said that they also watched gaming streaming on Twitch or YouTube.
Significant fluctuations are estimated for all segments over the forecast period for the revenue. Overall, the revenue appears to follow a positive trend, as there are more increasing values than decreasing values expected in the individual segments until 2030. Among them, the segment Gaming Hardware achieves the relatively highest value throughout the entire period, reaching **** billion U.S. dollars. Find further statistics on other topics such as a comparison of the number of users in Canada and a comparison of the penetration rate in Sweden. The Statista Market Insights cover a broad range of additional markets.
In 2020, around **** percent of generation Z internet users in Thailand have played online games. This was followed by generation Y at **** percent. The internet has become an essential part of Thai people's lifestyle of all ages. The number of internet users in Thailand was forecasted to reach almost ** million by 2025.
During a survey carried out in Latin America in 2020, ***** percent of respondents aged 25 to 34 stated that they played mobile games. The share was highest for the age group ***** and lowest for the age group ***.
A September to November 2024 survey of UK adults aged 16 years and older found that 85 percent of respondents aged between 16 and 24 years played video games, down from a 92 percent gaming penetration among the same age group in 2020. Overall, gaming uptake increased in 2020 due to the global COVID-19 pandemic. Video games industry in the UK In 2023, consumers in the United Kingdom spent over 3.16 billion British pounds on digital and online games. In regard to the annual contribution of the video games industry to the UK Gross Domestic Product, it amounted to 3.68 billion British pounds in 2023. Mobile games The popularity of mobile gaming increased over the last decade and overtook games consoles and TV for the first time in 2014. As of 2024, approximately 34 percent of UK adults reported playing games on their mobile phone, the highest rate ever reported. The most downloaded gaming apps in the UK include puzzle and casual titles such as Supermarket Simulator and Block Blast.
Significant fluctuations are estimated for all segments over the forecast period for the revenue. In general, the revenue appear to exhibit a positive trend, with more segments showing increasing values rather than decreasing values until 2030. Among them, the segment Gaming Hardware attains the highest value throughout the entire period, reaching **** billion U.S. dollars. Find further statistics on other topics such as a comparison of the revenue in the world and a comparison of the revenue in China.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 2.31 million users. Find further statistics on other topics such as a comparison of countries or regions regarding the revenue and a comparison of the average revenue per user in Sweden. The Statista Market Insights cover a broad range of additional markets.
The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. During a March 2020 survey, video gamers in the United States reported that they spent ** percent more time playing video games amid the quarantine than in the previous week.