U.S. computer and video gamers from 2006-2020, by gender

The statistic shows the gender split among U.S. computer and video gamers from 2006 to 2020. In 2020, it was calculated that women accounted for nearly 41 percent of all gamers in the United States, a slight increase over the previous year.

Video gaming and gamers - additional information

The global gaming industry has been developing at a fast pace in recent years. Based on a 2018 forecast, worldwide video game sales have amounted to nearly 105 billion U.S. dollars in 2017 and are expected to grow to almost 140 billion by 2021. In 2020, it was calculated that there were overtwo billion gamers in the world. Video gaming is therefore not a mere pastime of children or a passing fancy. It is the basis of a tremendous industry, worth over tens of billions U.S. dollars.

Although the largest regional market in terms of sales as well as number of gamers is Asia Pacific, the United States is also an important player within the global video games industry. In fact, many consider the United States as the birthplace of gaming as we know it today, fueled by the arcade game fever in the ’60s and the introduction of the first personal computers and home gaming consoles in the ‘70s. Furthermore, the children of those eras are the game developers and game players, the ones who have driven the movement for better software solutions, better graphics, better sound and more advanced interaction not only for video games, but also for computers and communication technologies as we know today.

Today, 38 percent of U.S. video gamers are between the ages of 18 and 34, so roughly every third game enthusiast is a Millennial, with figures skewing more and more towards the younger generation with recent years. Regardless of age or gender, U.S. video gamers seem mostly interested in action and shooter games, as those were the two most popular video game genres in 2018 based on share of sales.

Distribution of computer and video gamers in the United States from 2006 to 2020, by gender

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Source

Release date

July 2020

Region

United States

Survey time period

2006 to 2020

Number of respondents

4,000 respondents

Special properties

nationally representative households

Supplementary notes

Figures for periods prior to 2020 come from previous reporting

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Statistics on "U.S. gamers"

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