Video Game Industry

U.S. Video Game Sales Reach a New Highscore

The U.S. video game industry reached a new highscore last year. According to data published by the Entertainment Software Industry on Tuesday, video game revenue in the United States, including hardware, software, peripherals and subscriptions, amounted to $43.4 billion in 2018, up from $36.9 billion a year earlier.

“2018 was another record setting year for the U.S. video game industry”, Mat Piscatella, video games industry analyst at The NPD Group said, “whether it was playing on the go on a mobile device or at home on a PC or console, consumers of all ages and interests found compelling content that delighted in 2018”.

To put things in perspective, it’s worth comparing consumer spend on video games to the money flowing into other entertainment sectors: box office revenue in the United States amounted to $11.9 billion in the United States last year, music industry revenue stood at $8.8 billion in 2017 and home entertainment spending, incl. DVD and Blu-ray sales, digital downloads and Netflix-style video streaming, amounted to $23.3 billion last year. Add to that the 220,000 jobs the video game industry supports in the U.S. and it becomes clearer than ever that video games are no mere child’s play.

Description

This chart shows total revenue of the U.S. video game industry from 2016 to 2018.

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Total and segment revenue of the U.S. video game industry from January 2017 to April 2026 (in billion U.S. dollars)
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Software revenue of the U.S. video game industry from January 2017 to November 2019 (in million U.S. dollars)
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Hardware revenue of the U.S. video game industry from January 2017 to March 2025 (in million U.S. dollars)
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Video game market revenue in the United States from 2017 to 2031 (in billion U.S. dollars)
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Video game market revenue in the United States from 2017 to 2030, by segment (in U.S. dollars)
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Accessory revenue of the U.S. video game industry from January 2017 to March 2025 (in million U.S. dollars)

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