As of June 2024, 34 percent of video gaming audiences in the United States belonged to the top third of households by income. A further 32 percent of U.S. gamers were belonged to the middle household income segment.
As of June 2024, 28 percent of female adults in the United States spent one to five hours per week playing video games. A further 15 percent of female respondents stated that they spent six to ten hours on video gaming in an average week. In contrast, 12 percent of male respondents indicated that they spent 11 to 15 hours per week on video games. Overall, 22 percent of responding women were non-gamers and did not spend any time on video games but only 16 percent male adults in the United States were a non-gamer.
As of June 2024, 48 percent of video gamer in the United States were female, with the remaining 52 percent of U.S. video gaming audiences were male. Currently, there are approximately 212 million gamers in the United States.
As of June 2024, 27 percent of adults in the United States spent one to five hours per week playing video games. A further 10 percent of respondents stated that they spent 11 to 15 hours on video gaming in an average week. Overall, 19 percent of respondents were non-gamers and did not spend any time on video games.
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Get key 2023 Video Gaming trends in the Middle East. Learn market dynamics, console popularity, VR advancements & thriving mobile gaming. Middle East Video Gaming Market Worth $3.56 bn, Gamers in the MENA region in 2021 65.3 mn, Global Mobile Gaming Worth $92.2 bn, Mobile Gaming Share % in Global Gaming 50, Average Monthly Google Searches for PS5 in Middle East 373000, Highest Gaming Revenue Driver among MENA countries Saudi Arabia, Country with the highest share of gamers in the Middle East Egypt.
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).
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.
Video Game Market Size 2025-2029
The video game market size is forecast to increase by USD 111.7 billion, at a CAGR of 8.6% between 2024 and 2029.
The market is experiencing significant growth, driven by the increasing penetration of smartphones and improving internet access worldwide. This digital transformation has expanded the gaming audience beyond traditional demographics, with an increasing number of women embracing gaming. However, the market faces a notable challenge that is the escalating cost of game development. To remain competitive, companies must continuously innovate and invest in advanced technologies, such as virtual reality and artificial intelligence, to create immersive gaming experiences.
Additionally, the growing demand for mobile games necessitates a focus on cross-platform compatibility and adaptive game design. Companies that successfully navigate these challenges and cater to the evolving needs of diverse gaming demographics will thrive in this dynamic market.
What will be the Size of the Video Game Market during the forecast period?
Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
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The market continues to evolve, with dynamic market dynamics shaping various sectors. Simulation games, esports organizations, and AAA titles coexist, each presenting unique challenges and opportunities. Competitor analysis is crucial for game publishers seeking to optimize player engagement and revenue generation. Real-time strategy (RTS) games and monetization strategies, such as in-app purchases and subscription models, are key areas of focus. Game studios invest in intellectual property (IP) development, leveraging game engines like Unreal and Unity for game development and user interface (UI) design. Augmented reality (AR) and virtual reality (VR) technologies, along with cloud gaming, are transforming the gaming landscape.
Player retention is a top priority, with game updates, social media, and game streaming platforms playing essential roles. Game testing, network programming, and AI programming ensure optimal user experience (UX). Character modeling, fighting games, and puzzle games cater to diverse target audiences, while game design documents guide game development processes. PC gaming and console gaming continue to dominate, with mobile devices expanding the market reach. Game physics, sound design, and level design are integral components of game development. Game marketing strategies, player communities, and online forums foster user engagement. Game localization and quality assurance (QA) processes ensure global accessibility and product excellence.
The continuous unfolding of market activities and evolving patterns underscore the dynamic nature of the video game industry.
How is this Video Game Industry segmented?
The video game industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.
Platform
PlayStation
Xbox
Nintendo
PC (Steam, Epic Games Store, etc.)
Mobile (iOS, Android)
Type
Offline
Online
End-User
Hardcore Gamers
Casual Gamers
Esports Enthusiasts
Revenue Model
Game Sales (Digital & Physical)
In-Game Purchases
Subscriptions
Advertising
Geography
North America
US
Canada
Europe
France
Germany
Italy
UK
Middle East and Africa
Egypt
KSA
Oman
UAE
APAC
China
India
Japan
South America
Argentina
Brazil
Rest of World (ROW)
By Platform Insights
The playstation segment is estimated to witness significant growth during the forecast period.
The market encompasses various segments, including sports games, data analytics, game engines, user interface (UI), game development, augmented reality (AR), game controllers, game testing, game art, subscription models, and console gaming. In 2024, the mobile devices segment was the largest and continues to be the leading segment in the market, with over 3.5 billion smartphone and tablet users worldwide. Mobile games cater to a broader audience, including casual gamers, as they are typically smaller in scale and complexity and can be played in short bursts. The market's growth is driven by advancements in technology, increasing consumer demand, and the integration of social media and streaming platforms. Game development companies invest in AI programming, game physics, and game engines like Unreal Engine to create immersive and harmonious gaming experiences. They also focus on player engagement, player retention, and monetization strategies, including in-app purchases, subscription models, and advertising.
Game publishers collaborate with ga
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Employment statistics on the Video Games industry in United States
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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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Video games have become a common form of entertainment for a large proportion of the population. They’re played by all age groups and demographics, offering companies a wide potential market. Mobile phone gaming has made games more accessible to people who would otherwise not be inclined to buy consoles or PC games. User-friendly devices, including tablets and smartphones, encourage older generations to play. Still, traditional console gaming continues to be a cornerstone of the market, with Sony's PlayStation 5 and Microsoft's Xbox Series X fetching strong sales figures despite initial supply chain hurdles. The UK Video Games industry has demonstrated resilience, leveraging new platforms and business models to fuel growth. Revenue is expected to swell at a compound annual rate of 1.6% over the five years through 2024-25, reaching £7.8 billion. Revenue growth has been supported by the release of the next generation of consoles, including the PlayStation 5 and the Xbox Series X, which were both launched in November 2020. Microtransactions and downloadable content (DLC) have emerged as pivotal trends, diversifying income streams and reshaping traditional monetisation models. Revenue is forecast to climb by 1.5% in 2024-25 as successful games continue to be released to the ninth-generation of consoles. The average industry profit margin has heightened in recent years in line with the expanding popularity of digital services. Microtransactions are expected to expand, though concerns over exploitation remain. Companies may increasingly adopt freemium models, easing criticisms of a lack of inclusivity while maximising revenue. Delivering content directly to consoles via the internet is likely to become even more popular, while casual gaming via portable devices, especially mobile phones, is expected to continue to expand. Revenue is anticipated to strengthen at a compound annual rate of 2.5% over the five years through 2029-30 to reach £8.9 billion. Nonetheless, workforce issues loom, with demand for skilled developers rising but the talent pool remaining constrained talent pool.
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In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent participants (n = 1004) aged 14 and 15 years and an equal number of their carers were interviewed. Young people provided reports of their recent gaming experiences. Further, the violent contents of these games were coded using official E.U. and US ratings, and carers provided evaluations of their adolescents' aggressive behaviours in the past month. Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent violent game play is linearly and positively related to carer assessments of aggressive behaviour. Results did not support this prediction, nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function. There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour. Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour. The discussion presents an interpretation of this pattern of effects in terms of both the ongoing scientific and policy debates around violent video games, and emerging standards for robust evidence-based policy concerning young people's technology use.
In 2025, women accounted for 47 percent of gamers in the United States, up from 46 percent of U.S. gamers identifying as women during the previous year.
What percentage gamers are female? Almost half of gaming audiences in the United States are female. This development has been ongoing for years, and whereas women are under-represented in games media and the industry, they make up a sizable chunk of gamers and spending power. There are some differences in terms of genre preferences but as a whole, female gaming audiences in the United States are just as engaged as their male counterparts.
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This dataset represents a portion of the data collected for the academic paper titled "Development and Validation of the Problematic Video Game Playing Scale for Adolescents (PVGP-Adolescent)". The core objective of this scale is to validate five critical dimensions related to problematic video game playing among adolescents: daily-life disturbance (DD), interpersonal relationships (IRE), schooling disruption (SD), physical consequences (Phy-C), and psychological consequences (Psy-C).To ensure the reliability and validity of the responses, the scale incorporates a pair of reverse questions and a single lie-detection question (IRE6 and Psy-C5). The data set has been pre-processed, and researchers analyzing the data can directly exclude IRE6 and Psy-C5 during their analysis. While the complete dataset analyzed in the paper comprises 370 valid samples, ethical considerations and other practical constraints have led to the upload of only 250 records. It is important to emphasize that even with this partially complete dataset, researchers can still obtain comparable results and insights into the phenomenon of problematic video game playing among adolescents.
According to our latest research, the global video games market size in 2024 stands at USD 221.4 billion, reflecting the industry’s robust momentum and widespread appeal. The market is currently experiencing a compound annual growth rate (CAGR) of 8.9% from 2025 to 2033, driven by technological innovation, the proliferation of mobile devices, and evolving consumer preferences. Based on this CAGR, the video games market is projected to reach a significant USD 479.3 billion by 2033. This impressive growth trajectory is underpinned by factors such as increasing internet penetration, advancements in gaming hardware and software, and a surge in eSports and online gaming communities globally.
The primary growth driver for the video games market is the rapid advancement in gaming technology, including graphics processing units (GPUs), cloud computing, and artificial intelligence. These innovations have enabled developers to create highly immersive and visually stunning experiences, attracting a broad demographic of players. The integration of augmented reality (AR) and virtual reality (VR) has further elevated user engagement, providing interactive and lifelike environments that were previously unattainable. Moreover, the rise of 5G networks has significantly enhanced online multiplayer experiences by reducing latency and improving connectivity, thereby fostering the adoption of cloud gaming and mobile gaming platforms. The expansion of digital distribution channels has also made it easier for consumers to access a vast library of games, fueling market growth.
Another significant factor contributing to the growth of the video games market is the shift in consumer behavior, particularly among younger demographics. With the increasing popularity of eSports and live-streaming platforms, gaming has evolved into a social activity that extends beyond mere entertainment. Gamers now participate in global competitions, engage with influencers, and form online communities, leading to greater retention and monetization opportunities for game publishers. The freemium and in-game purchase models have proven particularly successful, allowing developers to generate recurring revenue streams while offering players flexibility in how they engage with content. Additionally, the COVID-19 pandemic has accelerated digital adoption, as more individuals turned to video games for recreation and social interaction during periods of lockdown and social distancing.
The proliferation of smartphones and affordable internet access has democratized gaming, making it accessible to a vast audience across emerging markets. Mobile gaming, in particular, has witnessed exponential growth, accounting for a significant share of the overall market revenue. This trend is further supported by the increasing availability of high-quality, free-to-play titles that appeal to casual gamers. At the same time, the console and PC gaming segments continue to thrive, driven by dedicated gamers seeking premium experiences and cutting-edge technology. Subscription-based models and cloud gaming services are also gaining traction, offering players the flexibility to access a wide range of games without the need for expensive hardware. Collectively, these factors are reshaping the competitive landscape and driving sustained growth in the video games market.
From a regional perspective, Asia Pacific remains the largest and fastest-growing market for video games, accounting for a substantial portion of global revenue. This is primarily due to the large population base, high smartphone penetration, and a strong culture of online gaming in countries such as China, Japan, and South Korea. North America and Europe also represent significant markets, characterized by high consumer spending, advanced infrastructure, and a vibrant ecosystem of game developers and publishers. Meanwhile, Latin America and the Middle East & Africa are emerging as promising regions, fueled by rising disposable incomes and increasing internet connectivity. The diverse regional dynamics underscore the global appeal of video games and highlight the importance of localized content and marketing strategies in driving market expansion.
General video gaming use among the U.S. population increased significantly during the COVID-19 pandemic. Between May and December 2020, U.S. teens aged 15 to 19 years spent an average of 112.8 daily minutes on playing games and using computers for leisure, up from 73.8 minutes per day in the corresponding period of 2019. In 2024, the daily time spent on such activities among this age group decreased to 78.6 minutes per day.
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Cloud Gaming Statistics: Cloud gaming, or gaming-as-a-service, enables users to play video games over the internet without needing a high-definition gaming console or a gaming personal computer. Here, the use of cloud servers means that processing power is provided offsite, allowing easy gaming on different devices like smartphones, tablets, and smart TVs.
In 2025, cloud gaming statistics will still dominate the gaming sector as a fundamental tool, owing to the state of the art and the availability of the Internet.
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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Statistics illustrates consumption, production, prices, and trade of Video Game Consoles (Not Operated by Means of Payments) in Latin America and the Caribbean from 2007 to 2024.
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.
As of June 2024, 34 percent of video gaming audiences in the United States belonged to the top third of households by income. A further 32 percent of U.S. gamers were belonged to the middle household income segment.