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TwitterThe number of users in the 'Games' segment of the media market worldwide was modeled to stand at ************ users in 2024. Following a continuous upward trend, the number of users has risen by ************** users since 2017. Between 2024 and 2030, the number of users will rise by ************* users, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.
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TwitterA survey conducted in the second quarter of 2025 found that around 91.5 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 82 percent of internet users were gamers.
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TwitterA global survey in 2025 found that about ** percent of video gamers worldwide were aged between 25 and 34 years. Gamers aged 35 to 44 years accounted for the second-largest group.
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TwitterLong gone are the days that video gaming was known exclusively as a hobby for teenage boys - it is now enjoyed by everyone alike. In fact, in 2025, around ***percent of gamers worldwide were women, while men accounted for ** percent of global gaming audiences.
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TwitterA global gaming audience survey during the fourth quarter of 2020 found that ** percent of PC gamers worldwide were male, and only ** percent of PC gamers were female. Tablet gaming had the most equal gender distribution of gaming users, as it was ** percent each.
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TwitterAs of 2021, Asia accounted for over 1.29 billion mobile gaming users, more than a 48 percent of global mobile gaming audiences. Europe was ranked second with about 551.7 million mobile gaming users. Mobile gaming is the top-grossing gaming segment worldwide.
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TwitterAs of 2021, Asia accounted for over *** million PC gaming users, more than a third of global PC gamers. Europe was ranked second with about ***** million PC gaming users.
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TwitterVideo games are a popular pastime. When it comes to the console video gamers in selected countries worldwide, Mexico is at the top of the ranking with ** percent of consumers falling into this category. Following behind Mexico is the United Kingdom, while Pakistan can be found at the bottom of the ranking.Statista Consumer Insights offer you all results of our exclusive Statista surveys, based on more than ********* interviews.
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TwitterA survey conducted in the second quarter of 2025 revealed that approximately **** percent of internet users worldwide played video games. Smartphones were the most popular gaming device, used by about *** in ***** online gamers.
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TwitterSignificant fluctuations are estimated for all segments over the forecast period for the number of users. In general, the indicator appears to exhibit a positive trend, with more segments showing increasing values rather than decreasing values until 2027. Among them, the segment Mobile Games attains the highest value throughout the entire period, reaching 1.85 billion users. Find other insights concerning similar markets and segments, such as a comparison of number of users in Austria and a comparison of countries or regions regarding revenue. The Statista Market Insights cover a broad range of additional markets.
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TwitterIn 2025, mobile games are projected to account for ** percent of global gaming market revenues worldwide. Console gaming is set to be the second-strongest segment, with a ** percent market share.
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TwitterVideo gaming has ceased to become just a hobby of the young and is now a viable career for the most talented gamers across the world. During a 2020 survey, 41.2 percent of male respondents stated that they wanted to become a professional gamer in future, while 70.9 percent of female respondents stated they were not interested in a professional gaming career.
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TwitterIn 2022, video games advertising revenue stood at ** billion U.S. dollars. The source projected that it would increase *** billion by 2027. That would signify a compound annual growth rate (CAGR) of over ** percent in that period.
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TwitterVideo gaming is no longer a hobby just enjoyed by children. As a whole generation of people have grown up with various forms of video gaming, the hobby is now popular among gamers of all ages. During a ************ survey, it was found that ** percent of video gaming mothers in the United States played mobile games on a daily basis.
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TwitterA May 2024 survey of gamers in select global markets found that ** percent of respondents ranked new content added regularly as their top priority in games, while an additional ** percent of gamers put new content in second place. Overall, nearly five in ten gamers stated that new content was one of their top three priorities for gameplay.
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TwitterA 2024 survey of global gaming studios found that over *********** responding video game developers thought that an increased adoption of ****************** was going to be the biggest industry trend in 2025. According to ** percent of respondents, an ************************ was going to be the biggest trend in the next year.
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TwitterWith the almost universal adoption of smartphones and mobile internet worldwide, it is hardly a surprise that this platform is also the highest-grossing gaming platform. In 2023, the global mobile gaming segment generated about *** billion U.S. dollars in revenues. Console gaming was ranked second with close to *** billion U.S. dollars in revenue during the measured period.
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TwitterThe penetration rate in the 'Mobile Games' segment of the media market worldwide was modeled to be **** percent in 2024. Between 2017 and 2024, the penetration rate rose by **** percentage points, though the increase followed an uneven trajectory rather than a consistent upward trend. The penetration rate will steadily rise by **** percentage points over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Mobile Games.
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TwitterIn a world where people are constantly on the move and seeking new forms of entertainment to make their journeys go faster, video gaming is bigger than ever among children as well as adults. In a 2019 survey, ** percent of internet users in North America stated that they were casual video gamers.
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TwitterComparing the NA selected regions regarding the revenue in the 'Games' segment of the media market, the ************* is leading the ranking (****** billion U.S. dollars) and is followed by ***** with (****** billion U.S. dollars). At the other end of the spectrum is Australia with (**** billion U.S. dollars), indicating a difference of (****** billion U.S. dollars) to the United States.
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TwitterThe number of users in the 'Games' segment of the media market worldwide was modeled to stand at ************ users in 2024. Following a continuous upward trend, the number of users has risen by ************** users since 2017. Between 2024 and 2030, the number of users will rise by ************* users, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.