Genre breakdown of video game sales in the United States in 2015

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Share of units sold
Sport games13.2%
Family entertainment3.6%
Other games / compilations0.8%
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About This Statistic

The graph shows the distribution of U.S. video game sales by genre. In 2015, 13.2 percent of all video games sold in the United States were sports games.

Genre breakdown of video game sales in the United States

Fast-paced games seem to have been the most popular video game genres among U.S. video gamers in 2014. The most purchased genres were action games with 28.2 percent of all bought games, followed closely by shooter games. Third place was taken by sports games with 13.3 percent. The ranking looks significantly different when computer games sales are considered. PC gamers appeared to prefer slower-paced genres, which was reflected in the popularity of game genres such as strategy, with a 37.7 percent share of sales that same year, or casual games, accounting for nearly 25 percent of sales.

Since a 2008 peak in physical retail sales of interactive games, which brought approximately 11.7 billion dollars to the U.S. economy, the dollar sales figures have been declining and the latest 2014 results report sales of computer and video games at a level of 5.47 billion U.S. dollars. Category breakdown shows that computer games accounted for nearly 3.11 percent of the entire figure, while the rest was attributed to video games. Furthermore, formats such as subscriptions, digital full games, mobile apps and similar, increased sales totals by additional 9.9 billion U.S. dollars. In general, as much as 48 percent of total retail sales was generated from games delivered in physical format, and 52 percent was generated from games delivered in a digital format.

The U.S. games market accounted for nearly 21 percent of the entire global market, which was worth over 70 billion U.S. dollars in 2014. In comparison, the value of the Chinese market amounted to 8.4 billion and the Japanese gaming market was estimated to reach 11.26 billion dollars that same year. On the global level, console and online games were, and are expected to continue to be, the most important revenue sources for the industry.

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