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.
According 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.
Global video game purchase revenue is projected to amount to **** billion U.S. dollars in 2021. The market size of video game purchases is set to decline to **** billion U.S. dollars per year by 2025 as free-to-play titles and in-game purchases are set to account for the majority of market revenues. Many major game publishers have started to include mobile and F2P titles in their content lineups, with Activision's Call of Duty Mobile being a current, commercially successful example.
Video 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.
In 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.
According 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.
Video 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.
Significant fluctuations are estimated for all segments over the forecast period for the revenue. Overall, the revenue appears to follow a positive trend, as there are more increasing values than decreasing values expected in the individual segments until 2030. Among them, the segment Gaming Hardware achieves the relatively highest value throughout the entire period, reaching **** billion U.S. dollars. Find further statistics on other topics such as a comparison of the number of users in Canada and a comparison of the penetration rate in Sweden. The Statista Market Insights cover a broad range of additional markets.
The revenue in the 'Games' segment of the media market in France was forecast to continuously increase between 2025 and 2030 by in total *** billion U.S. dollars (+***** percent). After the eighth consecutive increasing year, the revenue is estimated to reach ***** billion U.S. dollars and therefore a new peak in 2030. Find further information concerning the number of readers in the 'Newspapers & Magazines' segment of the media market in Nigeria and the number of users in the 'Games' segment of the media market in Indonesia. The Statista Market Insights cover a broad range of additional markets.
The average revenue per user in the 'Games' segment of the media market in Italy was forecast to continuously increase between 2025 and 2030 by in total **** U.S. dollars (****** percent). After the sixth consecutive increasing year, the average revenue per user is estimated to reach ****** U.S. dollars and therefore a new peak in 2030. Find further information concerning the average revenue per reader in the 'eBooks' segment of the media market in New Zealand and the average revenue per reader in the 'eBooks' segment of the media market in Belgium. The Statista Market Insights cover a broad range of additional markets.
In a survey conducted in May and June 2020, regarding the impact which the coronavirus outbreak had on gaming, the monthly spend of gamers on video games in the Asia Pacific region grew by 42 percent during the coronavirus outbreak. Compared to the pre-COVID-19 era, gamers' spend on video games in the Asia Pacific region grew by 15 percent after the coronavirus outbreak in 2020.
The average revenue per user in the 'Games' segment of the media market in France was forecast to continuously increase between 2025 and 2030 by in total **** U.S. dollars (+***** percent). After the sixth consecutive increasing year, the average revenue per user is estimated to reach ****** U.S. dollars and therefore a new peak in 2030. Find further information concerning the number of users in the 'OTT Video' segment of the media market in China and the number of users in the 'TV & Video' segment of the media market in the United States. The Statista Market Insights cover a broad range of additional markets.
Significant 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.
This 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.
Despite 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.
Significant fluctuations are estimated for all segments over the forecast period for the revenue. In general, the revenue appear to exhibit a positive trend, with more segments showing increasing values rather than decreasing values until 2030. Among them, the segment Gaming Hardware attains the highest value throughout the entire period, reaching **** billion U.S. dollars. Find further statistics on other topics such as a comparison of the revenue in the world and a comparison of the revenue in China.The Statista Market Insights cover a broad range of additional markets.
According to a survey conducted on video gaming in Singapore in September 2020, ** percent of respondents stated that they played video games more often than before the coronavirus (COVID-19) pandemic. In contrast, ** percent of those surveyed claimed they played video games less frequently during the pandemic.
The world of video gaming is very diverse, ranging from mobile gaming to PC gaming and console gaming. The hobby is popular among children, adults and all genders, with avid gamers spending hours a week playing their favorite games. During a 2020 survey, it was found that 41 percent of LGBTQ+ respondents preferred to play video games on their PCs.
As 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.
The 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.
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.