The graph presents the leading sources used to stay up-to-date on new video games according to gamers in the United States as of December 2016. During the survey, ** percent of respondents said they relied on gaming conventions to keep track of new games.
Video gaming content, including mobile gaming apps, accounts for the bulk of the annual video gaming industry revenue in the United States. In 2024, the total revenue of the U.S. video game industry amounted to ***** billion U.S. dollars, down from the ***** billion U.S. dollars a year earlier. Overall, the monthly revenue of the video gaming industry sees some fluctuation throughout the year, with lows in the summer months, and higher sales during the holiday season. Going digital and not turning back Over the last few years, digital gaming sales have been growing slowly but steadily and exploded during the COVID-19 pandemic. Many consumers switched to digital game downloads instead of visiting brick-and-mortar retail locations and did not return to their previous shopping patterns after the normalization of the health emergency. Coupled with the ever-growing availability of high-speed internet connections and the release of the new flagship gaming console generation by Microsoft (Xbox) and Sony (PlayStation), comfort and convenience won over in-store browsing. Additionally, digital game storefronts across all gaming platforms frequently run sales and special offers that physical retailers rarely match. In 2022, the average revenue per user of physical video game sales in the United States amounted to ***** U.S. dollars, whereas the ARPU of game downloads only came to ***** U.S. dollars, reflecting the higher price of physical video game copies and the lower average price of digital games. Overall, the average monthly video game expenditure of U.S. gamers decreased to ***** U.S. dollars in 2023, down from ***** U.S. dollars in 2022. The struggles of the gaming hardware segment In contrast to the booming digital gaming content sales, the gaming hardware segment did not have an easy time in 2020 and 2021. What was supposed to be a year of triumph with the long-announced release of the ninth generation of video game consoles with the PlayStation 5 and the Xbox Series X/S in November 2020 quickly turned into a tale of woe. The ongoing global chip shortage, which started in early 2020 due to COVID-19 -related disruptions in global supply chains and logistics, strongly constrained the availability of chips to produce video gaming consoles. Additional factors such as trade wars, increased demand for hardware due to crypto mining, severe weather, and war impacting raw material exports continue to plague the global chip industry to this day. The lack of availability of the new consoles also led to scalpers taking advantage of the situation, leaving a sour taste for consumers.Console makers managed to turn things around, and while sales of the new consoles were not as good as they could have been, 2022 saw some recovery, and 2023 managed to get console sales back on track, despite global economic worries. In the first eleven months of 2023, Sony managed to sell close to ** million PlayStation 5 consoles, with Microsoft’s Xbox Series X/S selling about *** million units.
The size of the Hungarian video games market saw a considerable increase over the observed time. In 2024, the video game market size reached approximately *** billion forints compared to ** billion forints in 2016.
The statistic shows data on the most interesting genres of video games according to gamers in the United States as of December 2016. During the survey, half of the respondents stated they played action games.
This statistic shows the results of a survey conducted by Cint on the number of video games bought in a month in the United States between 2016 and 2018. In 2018, ***** percent of respondents of the United States stated they buy less than one video game in an average month.
The graph presents the frequency of playing video games according to gamers in the United States as of *************, broken down by age group. It was found that ** percent of respondents aged between 18 and 29 years indicated playing video games often.
The statistic shows the share of gamers who play video games alone or with other players in the United States as of *************. During the survey, ** percent of respondents said they played video games online with their friends, while ** percent said they also played games online but with players they didn't know.
This statistic shows the video game console penetration in households in Finland from 2016 to 2018. According to the survey, the share of households with a video game console decreased slightly during the period. In 2018, ** percent of Finnish households had a video game console, compared to ** percent in 2017.
This statistic shows the results of a survey conducted by Cint on the number of video games bought in a month in Mexico between 2016 and 2018. In 2018, ***** percent of respondents in Mexico they buy less than one video game in an average month.
Revenues from Polish video games will increase by nearly ** million zlotych between 2017 and 2018. It is estimated that by the end of 2018, the incomes of Polish video game producers' revenues will reach over *** million zlotych.
In the fiscal year ending March 2025, gaming and entertainment company Square Enix generated approximately 25.45 million video game unit sales, the majority of which were via downloads. This represents a decrease from the 26.32 million unit sales in the preceding reporting period.
This statistic shows the results of a survey conducted by Cint on the number of video games bought in a month in Indonesia between 2016 and 2018. In 2018, ***** percent of Indonesian respondents stated they buy less than one video game in an average month.
This statistic shows the results of a survey conducted by Cint on the number of video games bought in a month in Brazil between 2016 and 2018. In 2018, ***** percent of respondents of Brazil stated they buy less than *** video game in an average month.
This statistic shows the video game console penetration in households in Sweden from 2016 to 2018. According to the survey, the share of households with a video game console increased during the period. In 2018, 35 percent of Swedish households had a video game console, compared to 32 percent in 2017.
This statistic shows the video game console penetration in households in Denmark from 2016 to 2018. According to the survey, the share of households with a video game console increased during the period. In 2018, 28 percent of Danish households had a video game console, compared to 30 percent in 2017.
Video gamers in the United States and the United Kingdom felt that while the adoption of generative AI tools in the video game industry was an overall good thing, individual creatives such as artists, voice actors, and writers were most likely to be negatively impacted. A March 2023 survey found that 49 percent of respondents were concerned that voice actors were likely to be harmed by the use of AI. In contrast, 69 percent of respondents felt that large game studios would likely benefit from such tools. The threat of generative AI looms over the entertainment industry These worries expressed by gamers are not unfounded - as of July 2023, Hollywood actors of the Screen Actors Guild-American Federation of Television and Radio Artists (more commonly known as SAG-AFTRA) have been striking over the use of AI in films and other issues. They are joining the ongoing strike of the Writers Guild of America (WGA), who have been striking since May 1st, 2023, about streaming residuals as well as the usage of AI in scriptwriting. The requests of the WGA include a ban on the use of AI for writing and rewriting source material, the use of AI as source materials, as well as a ban on training AI on WGA writers' work.
The 2016–2017 video game voice actor strike Voice actors, including those who work on video games, are also part of the SAG-AFTRA. As artists who primarily work without their personal image being attached to their product, voice actors are particularly at risk of being exploited by studios. The 2016–2017 video game voice actor strike started in October 2016 by the SAG-AFTRA union against 11 major video game developers and publishers after failed contract renegotiation terms that had been in discussion since February 2015. The strike, which at its core was about the implementation of residuals based on video game sales as well as improved transparency about working conditions, lasted 340 days until a deal was reached on September 23, 2017. However, the agreement did not include residuals as SAG-AFTRA sought but did include a sliding-scale bonus payment for each recording session a voice actor participated in. At the time of the 2016-2017 strike, about a quarter of video games used some type of acting, either as live actors or voice actors for full-motion capture or full-motion video, and this trend has only escalated since then. With the increasing prominence of the performance of video game actors in recent years, video game award shows now frequently feature Best Performance categories too. Despite this growing appreciation, voice actors still keenly feel the impact of industry trends.
In 2021, the video game market in the United Kingdom was worth an estimated 5.89 billion British pounds, up from 5.42 billion British pounds in the previous year. The gaming industry as boomed thanks to COVID-19 restrictions which forced consumers to stay at home and forego other avenues of entertainment. The sector is projected to increase to an estimated 7.1 billion British pounds by 2025.
This statistic shows the results of a survey conducted by Cint on the number of video games bought in a month in Argentina between 2016 and 2018. In 2018, ***** percent of respondents in Argentina they buy less than one video game in an average month.
This statistic shows the results of a survey conducted by Cint on the number of video games bought in a month in Thailand between 2016 and 2018. In 2018, ***** percent of Thai respondents stated they buy less than *** video game in an average month.
This statistic shows the results of a survey conducted by Cint on the number of video games bought in a month in Japan between 2016 and 2018. In 2018, 23.36 percent of respondents of Japan stated they buy less than one video game in an average month.
The graph presents the leading sources used to stay up-to-date on new video games according to gamers in the United States as of December 2016. During the survey, ** percent of respondents said they relied on gaming conventions to keep track of new games.