7 datasets found
  1. COVID-19: U.S. video game spending change as of April 2020, by age

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). COVID-19: U.S. video game spending change as of April 2020, by age [Dataset]. https://www.statista.com/statistics/1109359/video-game-spending-covid-age/
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    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 3, 2020 - Apr 5, 2020
    Area covered
    United States
    Description

    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 an ********** survey in the United States, ** percent of respondents aged 18 to 29 stated that they expected to spend more on video games due to the coronavirus.

  2. COVID-19: global video game spending March 2020, by type

    • statista.com
    Updated Jun 4, 2021
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    Statista (2021). COVID-19: global video game spending March 2020, by type [Dataset]. https://www.statista.com/statistics/1112490/video-game-spend-covid/
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    Dataset updated
    Jun 4, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 2020
    Area covered
    Worldwide
    Description

    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. Global spending on digital games rose to 10 billion U.S. dollars in March 2020, marking the highest monthly figure ever.

  3. COVID-19: video game spending change as of April 2020

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). COVID-19: video game spending change as of April 2020 [Dataset]. https://www.statista.com/statistics/1104521/video-game-spending-covid/
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    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 3, 2020 - Apr 5, 2020
    Area covered
    United States
    Description

    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 an April 2020 survey in the United States, 19 percent of respondents stated that they expected to spend more on video games due to the coronavirus. However, some 58 percent said that there would be no change in their spending habits on video games.

  4. COVID-19: change in consumer spending on video games in the U.S. 2020, by...

    • statista.com
    Updated Feb 13, 2024
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    Statista (2024). COVID-19: change in consumer spending on video games in the U.S. 2020, by segment [Dataset]. https://www.statista.com/statistics/282558/quarterly-consumer-spend-on-video-games-in-the-us/
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    Dataset updated
    Feb 13, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 2020 - Aug 2020
    Area covered
    United States
    Description

    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. In April 2020, during the height of the lockdown, sales of video gaming hardware in the United States increased by 163 percent compared to the previous year.

  5. COVID-19: increase in time spent playing video games worldwide as of March...

    • statista.com
    Updated Jun 27, 2025
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    Statista (2025). COVID-19: increase in time spent playing video games worldwide as of March 2020 [Dataset]. https://www.statista.com/statistics/1111587/video-game-time-spent-covid/
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    Dataset updated
    Jun 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 23, 2020 - Mar 29, 2020
    Area covered
    Worldwide
    Description

    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.

  6. COVID-19: global video game and console sales increase as of March 2020

    • statista.com
    Updated Jun 4, 2021
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    Statista (2021). COVID-19: global video game and console sales increase as of March 2020 [Dataset]. https://www.statista.com/statistics/1109979/video-game-console-sales-covid/
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    Dataset updated
    Jun 4, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 16, 2020 - Mar 22, 2020
    Area covered
    Worldwide
    Description

    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. From March 16 to March 22, a total of 1.58 million physical game titles were sold worldwide. This 82 percent total increase from the previous week is, in part, due to the release of new titles Animal Crossing: New Horizons and DOOM: Eternal. However, even when sales of these two games are deducted, physical game sales were still 10.8 percent higher than the previous week, suggesting that many people were turning to video gaming to keep them entertained through the crisis.

  7. COVID-19: global video game sales increase as of March 2020

    • statista.com
    Updated Jan 29, 2021
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    Statista (2021). COVID-19: global video game sales increase as of March 2020 [Dataset]. https://www.statista.com/statistics/1109977/video-game-sales-covid/
    Explore at:
    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 16, 2020 - Mar 22, 2020
    Area covered
    Worldwide
    Description

    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. From March 16 to March 22, a total of 4.3 million games were sold worldwide. This 63 percent total increase from the previous week is, in part, due to the release of Animal Crossing: New Horizons by Nintendo. However, like-for-like game sales also increased by 44 percent, suggesting that many people were turning to video gaming to keep them entertained through the crisis.

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Statista (2025). COVID-19: U.S. video game spending change as of April 2020, by age [Dataset]. https://www.statista.com/statistics/1109359/video-game-spending-covid-age/
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COVID-19: U.S. video game spending change as of April 2020, by age

Explore at:
Dataset updated
Jul 9, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
Apr 3, 2020 - Apr 5, 2020
Area covered
United States
Description

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 an ********** survey in the United States, ** percent of respondents aged 18 to 29 stated that they expected to spend more on video games due to the coronavirus.

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