GITNUX MARKETDATA REPORT 2024

Gaming Console Industry Statistics

The gaming console industry continues to grow as more consumers seek out high-quality gaming experiences, with sales expected to increase due to the release of new console models and popular game titles.

Highlights: Gaming Console Industry Statistics

  • In 2020, the global video games market was valued at approximately 159.3 billion U.S. dollars.
  • As of 2020, there are approximately 2.81 billion gamers globally.
  • The gaming hardware market, which includes home consoles, handheld devices, and peripherals, was worth an estimated $15 billion in 2019.
  • In the US gaming population, people between ages 35–44 are the largest group of people playing console video games.
  • Nintendo Switch was the best selling console in the year 2020 with nearly 26 million units sold.
  • The PlayStation 2 is the best-selling game console of all time, with over 155 million units sold.
  • Microsoft's Xbox One had sold 50 million units worldwide by 2020.
  • The market for gaming console, virtual reality (VR) and cloud gaming combined is projected to reach $ 200 billion by 2022.
  • Console gamers in the United States spent $5.5 billion on gaming content in Q2 2020 alone.
  • About 40% of all gamers in the United States use a console for video gaming.
  • The average American video gamer is 35 years old.
  • Women account for 46% of all game enthusiasts.
  • The gaming industry is projected to reach over 200 billion USD in revenue by 2023.
  • During the year 2020, the Sony PlayStation 5 was the fastest selling console in U.S. history.
  • Sony’s new PlayStation 5 (PS5), launched in November 2020, sold 7.8 million of units by March 2021.
  • 71% of parents feel video games positive for children, according to a study by Entertainment Software Association.
  • In 2021, the value of the U.S. video game industry was over $60 billion.
  • Battle Royale games, like Fortnite, accounted for 20% of total games industry revenue in 2018.

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The Latest Gaming Console Industry Statistics Explained

In 2020, the global video games market was valued at approximately 159.3 billion U.S. dollars.

The statistic indicates that in 2020, the global video games market generated an estimated revenue of around 159.3 billion U.S. dollars. This figure represents the total sales and transactions in the video gaming industry worldwide during that year. The market value reflects the significant growth and popularity of video games as a form of entertainment and a substantial business sector on a global scale. Factors such as technological advancements, increased connectivity, and the rise of digital distribution platforms have contributed to the market’s expansion and financial success. Additionally, the statistic highlights the economic significance and impact of the video games industry in driving consumer spending and innovation within the entertainment sector.

As of 2020, there are approximately 2.81 billion gamers globally.

The statistic “As of 2020, there are approximately 2.81 billion gamers globally” indicates the estimated number of individuals who engage in gaming activities across the world. This statistic suggests that gaming is a widespread and popular form of entertainment, with a significant portion of the global population participating in various forms of gaming, including console, PC, and mobile gaming. The expansive reach of gaming highlights its cultural significance and the role it plays in modern society as a mainstream form of leisure and entertainment. Additionally, the statistic reflects the growing industry of gaming and the diverse demographics that are involved in this dynamic and rapidly evolving field.

The gaming hardware market, which includes home consoles, handheld devices, and peripherals, was worth an estimated $15 billion in 2019.

The statistic indicates that in the year 2019, the gaming hardware market, consisting of home consoles, handheld devices, and peripherals, had an estimated total value of $15 billion. This figure represents the monetary worth of all the hardware-related products and devices associated with gaming that were sold and consumed within that year. The size of the market highlights the significant demand for gaming hardware among consumers, reflecting the popularity and growth of the gaming industry. It also suggests that companies involved in manufacturing and selling gaming hardware had a sizable market to tap into, potentially leading to increased competition and innovation within the industry.

In the US gaming population, people between ages 35–44 are the largest group of people playing console video games.

The statistic indicates that among the gaming population in the United States, individuals aged 35-44 constitute the largest demographic group who play console video games. This finding suggests that individuals in this age range represent a significant segment of the gaming community, highlighting the prevalence of gaming as a recreational activity among middle-aged adults. The popularity of console video games among adults aged 35-44 may be attributed to factors such as nostalgia for games from their youth, increased disposable income to invest in gaming technology, and a desire for entertainment and stress relief. Understanding the demographic composition of the gaming population can provide valuable insights for game developers, marketers, and stakeholders in the gaming industry to tailor their products and services to better meet the needs and preferences of this age group.

Nintendo Switch was the best selling console in the year 2020 with nearly 26 million units sold.

The statistic stating that the Nintendo Switch was the best-selling console in the year 2020 with nearly 26 million units sold indicates the significant market dominance and popularity of this gaming platform during that timeframe. The impressive sales figure of 26 million units highlights the strong consumer demand for the Nintendo Switch, showcasing its appeal and success within the gaming industry. This statistic underscores the console’s ability to attract and retain a large customer base, solidifying its position as a top competitor in the gaming market for the year 2020.

The PlayStation 2 is the best-selling game console of all time, with over 155 million units sold.

The statistic that the PlayStation 2 is the best-selling game console of all time, with over 155 million units sold, highlights its immense popularity and success within the gaming industry. As the leader in total sales, the PlayStation 2 has had a significant impact on both the gaming market and the culture surrounding video games. Its widespread adoption and longevity in the market demonstrate its appeal to a broad audience and the enduring popularity of its games and features. This statistic serves as a testament to the PlayStation 2’s position as a gaming console icon and a landmark in the history of video game consoles.

Microsoft’s Xbox One had sold 50 million units worldwide by 2020.

The statistic that Microsoft’s Xbox One had sold 50 million units worldwide by 2020 indicates the strong market presence and popularity of the gaming console. This number represents the total cumulative sales of Xbox One units since its release, reflecting widespread consumer adoption and demand for the product. The milestone of reaching 50 million units sold underscores Xbox One’s success in the competitive gaming console market and highlights Microsoft’s ability to attract a large customer base. This statistic also suggests that the Xbox One has established itself as a significant player in the gaming industry, with a diverse user base spanning across different regions around the world.

The market for gaming console, virtual reality (VR) and cloud gaming combined is projected to reach $ 200 billion by 2022.

The statistic indicates that the market for gaming consoles, virtual reality (VR), and cloud gaming is expected to grow significantly in the upcoming years, reaching a projected value of $200 billion by 2022. This growth suggests an increasing demand for innovative technologies and gaming experiences among consumers worldwide. The convergence of gaming consoles, VR systems, and cloud gaming services is driving this expansion, offering gamers a more immersive and convenient gaming experience. This projection highlights the lucrative opportunities available within the gaming industry and showcases the potential for continued growth and innovation in the coming years.

Console gamers in the United States spent $5.5 billion on gaming content in Q2 2020 alone.

The statistic “Console gamers in the United States spent $5.5 billion on gaming content in Q2 2020 alone” indicates the significant economic impact of console gaming within the United States during the second quarter of 2020. This data highlights the substantial financial investment made by gamers in purchasing various gaming content such as video games, downloadable content, subscriptions, and in-game purchases. The figure of $5.5 billion underscores the robust consumer demand for gaming products and services during this period, showcasing the continued growth and popularity of console gaming as a form of entertainment and leisure activity. Additionally, this statistic also suggests the potential for further market expansion and innovation within the gaming industry based on the spending behaviors of console gamers in the country.

About 40% of all gamers in the United States use a console for video gaming.

The statistic “About 40% of all gamers in the United States use a console for video gaming” indicates that approximately 40% of individuals who engage in gaming activities in the United States prefer to use a console, such as a PlayStation, Xbox, or Nintendo. This statistic suggests that console gaming remains a popular choice among gamers in the U.S., despite the availability of other gaming platforms such as PC and mobile devices. Understanding the distribution of gaming preferences among gamers can provide insights for game developers, marketers, and other stakeholders in the gaming industry to tailor their products and strategies to cater to the diverse preferences of the gaming community.

The average American video gamer is 35 years old.

The statistic “The average American video gamer is 35 years old” indicates that when considering the entire population of video gamers in the United States, the average age is 35 years. This means that if you were to line up all American video gamers from youngest to oldest and find the middle point, that person would be around 35 years old. This statistic suggests that gaming is not limited to a specific age group and that individuals of various age ranges are actively engaging in video gaming activities in the U.S. It also highlights the diversity and inclusivity of the gaming community, as people from different age groups are enjoying this form of entertainment.

Women account for 46% of all game enthusiasts.

The statistic “Women account for 46% of all game enthusiasts” indicates that nearly half of all individuals who consider themselves game enthusiasts are women. This suggests that gaming is a popular recreational activity among women, challenging traditional stereotypes that video games are primarily for men. The statistic reflects a growing trend of female participation in gaming and highlights the importance of including diverse gaming experiences and characters to cater to a broader audience. Additionally, understanding the demographics of game enthusiasts is crucial for game developers and marketers to create inclusive and engaging content that appeals to a wide range of players.

The gaming industry is projected to reach over 200 billion USD in revenue by 2023.

The statistic that the gaming industry is projected to reach over 200 billion USD in revenue by 2023 indicates a significant growth and potential for the industry. This projection suggests that the demand for gaming products and services is expected to continue increasing over the next few years, leading to substantial revenue generation. Factors contributing to this growth may include advancements in technology such as virtual reality, increased accessibility to gaming through various platforms, and the rising popularity of esports. The gaming industry’s ability to generate such high revenue figures also highlights its importance as a major player in the global economy and entertainment sector.

During the year 2020, the Sony PlayStation 5 was the fastest selling console in U.S. history.

The statistic “During the year 2020, the Sony PlayStation 5 was the fastest-selling console in U.S. history” indicates that the PlayStation 5 achieved unprecedented sales performance within the U.S. market in the year 2020. This suggests that the PlayStation 5 was in high demand among consumers, leading to rapid sales and possibly outpacing the sales performance of any other console in history within the U.S. This statistic highlights the popularity and commercial success of the PlayStation 5 during its launch year, showcasing its strong market presence and competitiveness in the gaming console industry.

Sony’s new PlayStation 5 (PS5), launched in November 2020, sold 7.8 million of units by March 2021.

The statistic indicates that Sony’s PlayStation 5 (PS5), which was released in November 2020, achieved significant success in terms of sales volume, with 7.8 million units sold by March 2021. This figure suggests a strong demand for the gaming console within the first few months of its release, likely driven by factors such as brand loyalty, marketing strategies, and the anticipation surrounding the new generation of gaming technology. The sales performance of the PS5 showcases Sony’s ability to capture a substantial share of the gaming market and underscores the popularity of the console among consumers. It also highlights the potential for continued success and market growth for Sony in the gaming industry.

71% of parents feel video games positive for children, according to a study by Entertainment Software Association.

The statistic “71% of parents feel video games are positive for children, according to a study by the Entertainment Software Association” indicates that a significant majority of parents surveyed believe that video games have a positive impact on their children. This finding suggests that the perception of video games among parents is generally favorable, highlighting the potential benefits that video games can offer in terms of entertainment, education, cognitive development, and social interaction. It also suggests that parents may be recognizing the evolving landscape of gaming and are more open to the idea of incorporating video games into their children’s lives as a positive form of media consumption.

In 2021, the value of the U.S. video game industry was over $60 billion.

The statistic “In 2021, the value of the U.S. video game industry was over $60 billion” indicates the total economic worth of the U.S. video game industry for the year 2021. This figure represents the combined revenue generated from various segments of the industry, such as sales of video game software, hardware, accessories, in-game purchases, subscriptions, and other related services. The fact that the industry is valued at over $60 billion highlights the significant and growing role that video games play in the economy, demonstrating the strong demand for interactive entertainment products in the U.S. market and underscoring the industry’s importance as a major player in the global entertainment sector.

Battle Royale games, like Fortnite, accounted for 20% of total games industry revenue in 2018.

The statistic indicates that Battle Royale games, such as Fortnite, contributed significantly to the overall revenue generated in the gaming industry in 2018, accounting for 20% of the total revenue. This suggests that the popularity and commercial success of Battle Royale games played a substantial role in driving the financial performance of the industry during that time. The statistic highlights the significant market share and impact that Battle Royale games had on the gaming industry in 2018, showcasing the growing importance of this genre in shaping consumer preferences and spending habits within the market.

References

0. – https://www.www.industryarc.com

1. – https://www.www.statista.com

2. – https://www.www.npd.com

3. – https://www.vgsales.fandom.com

4. – https://www.www.theesa.com

5. – https://www.venturebeat.com

How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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