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U.S. gamers - Statistics & Facts

Video gaming is one of the fastest growing entertainment industries in the United States. Considered by some as the birthplace of gaming, fueled by the arcade game fever in the 60s and the introduction of the first personal computers and home gaming consoles in the 70s, the United States today is a major player within the global gaming industry.

The gaming demographics in the United States are ever-changing and it is no longer seen as just a hobby of the young. Indeed, 26 percent of those playing video games in 2020 were aged between 35 and 54 and every third game enthusiast was a Millennial between the age of 18 and 34. The gaming arena nowadays is also no longer dominated by men. In 2020, roughly 59 percent of computer and video gamers in the United States were male and around 41 percent were female.

The vast majority of consumer spending on gaming in the United States is concentrated on buying content within a game. In 2018, around 40 percent of U.S. gamers admitted to making in-game purchases in order to gain an advantage within the game. During the same period, a combined 35.8 billion U.S. dollars was spent purchasing video gaming content, while just under six billion U.S. dollars was spent on hardware and accessories combined. When it comes to software, action and shooter games were the market leaders in the genre breakdown of sales.

One of the gaming markets that is being closely monitored due to its potential and recent growth tendencies is mobile gaming. In the United States alone, mobile gaming was estimated to have the largest share of the 2018 digital games industry revenue, amounting to around 10 billion U.S. dollars in total. Moreover, gamers in the United States devote a significant amount of time playing their favorite video games and most teenagers, both male and female, had some kind of access to a game console. In fact, in 2019, almost half of parents in the United States said that they placed time limits on video game playing in order for them to better monitor their children's media consumption.


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