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Number of video game users in the U.S. 2017-2027

Number of video game users in the United States from 2017 to 2027

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Supplementary notes

*Forecast
Data provided by Statista Market Outlooks are estimates

The Video Games segment consists of Physically Sold Video Games and Digital Video Games.
Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores (e.g., at GameStop, Walmart, and Target) or in online-shops as CDs, DVDs, or other solid storage media Digital Video Games encompasses revenues associated with digital game sales (e.g., Steam, Origin, and Blizzard’s Battle.net for PCs and the Xbox Games Store, PlayStation Store, and Nintendo eShop for consoles). Additional downloadable content (DLC) and subscription services are included. The definition covers subscription-based games, e.g., World of Warcraft, as well as free-to-play games with in-game purchases for additional premium content or functionalities, e.g., Fortnite.

Detailed definitions can be found in the individual segments.

All figures are estimate. A detailed methodology can be found in the Statista Market Outlook.

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Statistics on " Video gaming in the United States "

Statistics on Video gaming in the United States

Overview

7

Spending

8

Gaming audiences

6

Gaming preferences

7

Time spent

7

Devices

4

Mobile gaming

8

Gaming video content

6

eSports

8

Further related statistics

21
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