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TwitterThe 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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TwitterDespite 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.
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TwitterVideo 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.
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TwitterAccording 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.
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TwitterIn the first quarter of 2023, U.S. consumer spending on gaming content decreased four percent compared to the previous year. Hardware spending saw a 21 percent year-over-year increase, while accessories spend saw now change compared to the previous period.
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TwitterAs a result of the COVID-19 pandemic in 2020, many people turned to video gaming as a form of entertainment during long periods of being locked down at home. During a global survey in June 2020, around 60 percent of respondents stated that they were playing more multiplayer games during the pandemic, no doubt in part to replace the face-to-face interaction that was severely restricted, or even banned entirely, during parts of the crisis.
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TwitterVideo gaming is no longer just a hobby for teenage boys - it is enjoyed by people of all genders, ethnicities, and ages, and this is beginning to be reflected in the representation of society within video games. In 2016, just two percent of video games had female protagonists, but this figure jumped to 18 percent in 2020.
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TwitterSignificant 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.
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TwitterThe 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.
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TwitterAccording to a survey conducted in Singapore in 2020, gamers were asked how much time they spent watching other people play video games online on platforms such as Twitch and YouTube Gaming. Around **** percent of respondents stated that they did not spend any time watching other players. The average weekly time spent was around **** hours.
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TwitterOver the last two observations, the revenue is forecast to significantly increase in all segments. The trend observed from 2020 to 2030 remains consistent throughout the entire forecast period. There is a continuous increase in the indicator across all segments. Notably, the Mobile Games segment achieves the highest value of *** billion U.S. dollars at 2030. Find other insights concerning similar markets and segments, such as a comparison of average revenue per unit (ARPU) in Japan and a comparison of number of users in France.The Statista Market Insights cover a broad range of additional markets.
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TwitterAs a result of the COVID-19 pandemic in 2020, many people turned to video gaming as a form of entertainment during long periods of being locked down at home. During a global survey in June 2020, around 60 percent of respondents stated that they were playing different types of games during the pandemic than before the crisis hit.
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TwitterThis statistic presents information on the most anticipated holiday season multiplatform video games in 2020. According to the source's calculations, Marvel's Avengers was the most anticipated game of the 2020 season, with a rank of ** points.
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TwitterThis statistic presents the breakdown of the time spent playing video games by week in France in 2020, by number of hours. That year, **** percent of French gamers stated that they played less than *** hour a week, whereas *** percent of respondents played more than ** hours a week.
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TwitterIn 2024, M&A activity in the global video game industry amounted to *** deals, translating to *** billion U.S. dollars in deal value. In contrast, private investments in the video game industry totaled *** deals worth * billion U.S. dollars in total.
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TwitterWhat are the most played video games among Norwegian boys aged 11 to 12 years? Over half of boys interviewed stated to play the royal battle game Fortnite most in 2020. The sandbox game Minecraft was second most popular. Other popular video games among boys in this age group included FIFA, the gaming app Roblox, and Grand Theft Auto (GTA).
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TwitterWhat are the most played video games among Norwegian girls aged 13 to 14 years? Over one third of girls interviewed stated to play the sandbox game Minecraft most in 2020. The Sims, a life simulation game, was second most popular, with nearly a quarter of respondents. Other popular video games among girls in this age group included the gaming app ROBLOX, the battle royal game Fortnite, as well as FIFA.
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TwitterOver 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 **** million users. Find other insights concerning similar markets and segments, such as a comparison of revenue in Sweden and a comparison of revenue in the United States.The Statista Market Insights cover a broad range of additional markets.
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TwitterAs the video game industry becomes more established, older gamers have started to yearn for the nostalgia of the games from their childhood. This has led to an increase of game remakes of titles originally released in the 1990s or 2000s. Final Fantasy VII was originally released in 1997 for the original PlayStation console and it was remade for the PlayStation 4 in 2020. First month digital sales of this remake amounted to *** million units worldwide in April 2020.
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TwitterThe holiday season is a big time for consumer spending as parents treat their children to the hottest new consumer goods on the market. The 2020 holiday season coincides with the release of two next generation video game consoles - the PlayStation 5 and the Xbox Series X/S. As a result, consumer spending on video games in November and December of 2020 is expected to hit **** billion U.S. dollars, an increase of ** percent on the previous year.
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TwitterThe 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.