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.
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.
A March 2024 survey found that 28 percent of adults in the United States played video games on a console at least once per week. Weekly console gaming was highest among respondents aged 35 to 54 years, with more than four in ten of respondents in this age group confirming that they did so.
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Board Game Statistics: ​Board games have experienced a notable resurgence, becoming a preferred pastime for diverse demographics. In the United States, 43% of board game enthusiasts engage in gameplay several times per week, while 25% play weekly. Demographically, 47% of board game players are aged between 18 and 34, with individuals aged 55 and above comprising 18% of the player base. Gender representation is balanced, with women accounting for 51% and men 49% of board game enthusiasts. Regarding game collections, 43% of gamers own more than 25 board and/or card games.
The average playing time for most board games ranges from one to two hours, though this can vary significantly depending on the game's complexity. These statistics underscore the enduring appeal and diverse engagement within the board gaming community.​
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Gen Z is reshaping the gaming landscape with bold preferences and habits. They flock to mobile for convenience, lean into PCs and consoles for depth, and thrive in cross-platform worlds that offer choice and social sync. Real-world use cases span everything from mobile esports viewership rising 340% since 2022 to platforms...
In 2024, about 34 percent of gamers in the United States were highly engaged super gamers who played video games as their primary source of entertainment. Avid gamers (those who played video games as one of a few equivalent sources of entertainment) accounted for the biggest share of gaming audiences in the United States.
As of March 2025, 26 percent of video gamers in the United States were aged 30 to 39 years, making this age group the biggest gamer demographic. Additionally, 24 percent of U.S. gaming audiences were aged 20 to 29 years.
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A snapshot of the PC gaming market in 2025 reveals vibrant growth and evolving player behavior. From soaring revenue figures to shifting preferences in hardware and game genres, the platform remains a dynamic segment of the broader gaming industry. In the U.S., developers now release title launches simultaneously on PC...
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Employment statistics on the Video Games industry in the US
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Gaming Market is Segmented by Gaming Platform (Mobile Games, PC Games (Downloaded/Box & Browser), Console Games, and More), by Revenue Model (Free-To-Play (F2P), Pay-To-Play / Premium and More), by Genre (Action/Adventure, Shooter and Battle Royale and More) and Geography. The Market Forecasts are Provided in Terms of Value (USD).
Datasys Gamer Audiences provide behavioral insights into 10M+ PC, console, and mobile gamers worldwide. This dataset includes details such as titles played, frequency of play, engagement time, and platform preference. It helps brands, advertisers, and entertainment companies identify and reach gaming consumers, understand content trends, and target campaigns toward active, high-value gamer segments.
A September to November 2023 survey found that 80 percent UK gamers aged 16 to 24 years played games online. More than half of gamers aged up to 44 years had ever played games online, and 69 percent of gamers in the United Kingdom had every played online games with or against other players.
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Available data formats for the Gaming as a Service Market Size, Share, Opportunities, And Trends By Platform (PCs and Laptops, Smartphones and Tablets, Gaming Consoles), By Technology (File Streaming, Video Streaming), And By Geography - Forecasts From 2025 To 2030 report.
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In 2023, the Video Gaming Market reached a value of USD 229.70 billion, and it is projected to surge to USD 460.33 billion by 2030.
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Includes 24 hour recall data that children were instructed to fill-out describing the previous day’s activities at baseline, weeks 2 and 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks). Includes accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks. Includes demographic data such as weight, height, gender, race, ethnicity, and birth year. Includes relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10. Includes questionnaire data regarding exercise self-efficacy using the Children’s Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG). Resources in this dataset:Resource Title: 24 Hour Recall Data. File Name: 24 hour recalldata.xlsxResource Description: Children were instructed to fill out questions describing the previous day's activities at baseline, week 2, and week 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks).Resource Title: Actigraph activity data. File Name: actigraph activity data.xlsxResource Description: Accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks.Resource Title: Liking Data. File Name: liking data.xlsxResource Description: Relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10.Resource Title: Demographics. File Name: Demographics (Birthdate-Year).xlsxResource Description: Includes demographic data such as weight, height, gender, race, ethnicity, and year of birth.Resource Title: Questionnaires. File Name: questionnaires.xlsxResource Description: Questionnaire data regarding exercise self-efficacy using the Children's Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG).
As of March 2025, ** percent of video gamers in the United States were female, with the remaining ** percent of U.S. video gaming audiences were male. Currently, there are approximately *** million gamers in the United States.
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Back in 2003, Steam was launched as a humble digital storefront primarily to distribute updates for Valve games. Fast-forward to 2025, and it’s evolved into the largest PC gaming platform on the planet. Whether you're a casual gamer logging a few hours after work or a full-time streamer grinding through...
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Complete historical game data between Southern Miss and Hawai'i including scores, dates, locations, and game statistics.
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Macau Gaming: Gross Revenue: Games of Fortune: Tombola data was reported at 0.200 MOP mn in Dec 2016. This records a decrease from the previous number of 0.400 MOP mn for Sep 2016. Macau Gaming: Gross Revenue: Games of Fortune: Tombola data is updated quarterly, averaging 0.400 MOP mn from Mar 2005 (Median) to Dec 2016, with 47 observations. The data reached an all-time high of 0.600 MOP mn in Dec 2006 and a record low of 0.200 MOP mn in Dec 2016. Macau Gaming: Gross Revenue: Games of Fortune: Tombola data remains active status in CEIC and is reported by Gaming Inspection and Coordination Bureau. The data is categorized under Global Database’s Macau SAR – Table MO.Q017: Gaming Statistics.
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.