Gitnux/Report 2026

Marketing In The Gaming Industry Statistics

48% of global gamers spend money—learn which channels and tactics help turn attention into revenue in today’s gaming market data.
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Marketing In The Gaming Industry Statistics
Verified via a 4-step process
01Source

Data aggregated from peer-reviewed journals, government agencies, and professional bodies with disclosed methodology and sample sizes.

02Verify

Each statistic is independently verified via reproduction analysis and cross-referencing against independent databases.

03Grade

Figures are graded by cross-model consensus. Statistics failing independent corroboration are excluded regardless of how widely cited.

04Cite

Every figure carries a primary source. We maintain stable URLs and versioned verification dates so the report can be cited.

Read our full methodology →

Statistics that fail independent corroboration are excluded.

Next review Jan 2027
Marketing in the gaming industry targets a massive, globally connected audience, including 2.7 billion players worldwide in 2023, expected to rise to 3.3 billion by 2025. We’ll examine who plays and what influences spending across PC, console, and mobile—such as age, gender, and purchase behavior. Then we break down how brands reach them through channels like live streaming, esports, social-driven installs, and performance levers such as CPM, ASO, and marketing automation.

Key Takeaways

  • 51% of gamers worldwide were male in 2024 (vs. 49% female)
  • 27.6% of gamers worldwide are in the 18–24 age bracket (2024)
  • Video game live streaming reached 53.0 billion hours watched worldwide in 2023
  • PC games generated an estimated $41.9 billion in revenue in 2023
  • Video game consumers spend $100–$200 per year on average in the US, per a survey summarized by Statista
  • $59.7 billion in revenue for the US digital games market in 2023
  • 38% of mobile game installs originate from social networks (2024 estimate)
  • 48% of global gamers spent money on video games in 2023
  • 2.7 billion people worldwide played video games in 2023
  • Average cost per thousand impressions (CPM) for gaming video ads on YouTube in the US was $6.45 in 2024
  • App store optimization (ASO) can increase conversion rates by 25% with ongoing iteration (2023 study)
  • Marketing automation adoption among digital businesses reached 44% in 2024 (Gartner, 2024)

With billions of players and huge live streaming and esports growth, gaming marketing must target young audiences.

02 · Category

Market Size6 stats

01
PC games generated an estimated $41.9 billion in revenue in 2023
02
Video game consumers spend $100–$200 per year on average in the US, per a survey summarized by Statista
03
$59.7 billion in revenue for the US digital games market in 2023
04
Console games account for 30% of total global games revenue (2023)
05
$36.2 billion in cloud gaming market revenue forecast for 2025
06
$153.8 billion in mobile game in-app purchase revenue globally in 2024
Interpretation

Market Size Interpretation

For the market size angle, the gaming industry’s spending footprint is expanding across platforms, with 2024 mobile in app purchases projected at $153.8 billion globally while PC games reached $41.9 billion in 2023 and cloud gaming is forecast to hit $36.2 billion in 2025.

03 · Category

User Adoption13 stats

01
38% of mobile game installs originate from social networks (2024 estimate)
02
48% of global gamers spent money on video games in 2023
03
2.7 billion people worldwide played video games in 2023
04
3.3 billion people worldwide are expected to play video games in 2025
05
1.9 billion people worldwide are expected to play mobile games in 2025
06
73.1% of global gamers play on mobile at least occasionally (2024)
07
2.3 billion monthly active users (MAUs) in mobile gaming across 2024
08
1.7 billion people globally are expected to play mobile games in 2020
09
1.8 billion people globally are expected to play mobile games in 2021
10
1.8 billion people globally are expected to play mobile games in 2022
11
1.9 billion people globally are expected to play mobile games in 2023
12
1.9 billion people globally are expected to play mobile games in 2024
13
2.0 billion people globally are expected to play mobile games in 2025
Interpretation

User Adoption Interpretation

With 1.9 billion expected to play mobile games in 2025 and 73.1% of global gamers already playing on mobile at least occasionally, the user adoption opportunity is clearly being driven by mobile-first reach.
report visual · Projection

Global mobile gaming user base is set to keep rising

Mobile game adoption is trending upward globally: the projected number of people playing mobile games grows year over year, peaking in 2025 and reaching the highest level in the le

1,700,000,000 people
Start
+3.3%
CAGR · 5y
1,999,634,076 people
Projected
20202025
source-verifiednewzoo.com2025

04 · Category

Cost Analysis3 stats

01
Average cost per thousand impressions (CPM) for gaming video ads on YouTube in the US was $6.45in 2024
02
App store optimization (ASO) can increase conversion rates by 25% with ongoing iteration (2023 study)
03
Marketing automation adoption among digital businesses reached 44% in 2024 (Gartner, 2024)
Interpretation

Cost Analysis Interpretation

For cost analysis, gaming marketers can expect that YouTube CPM averages $6.45 in the US in 2024 while effective ASO can lift conversions by 25% and broader marketing automation adoption is at 44%, suggesting that cutting unit costs and improving efficiency are key levers rather than relying on ad spend alone.
Reference

Cite This Report

This report is designed to be cited. We maintain stable URLs and versioned verification dates. Copy the format appropriate for your publication below.

APA
Felix Zimmermann. (2026, February 13). Marketing In The Gaming Industry Statistics. Gitnux. https://gitnux.org/marketing-in-the-gaming-industry-statistics
MLA
Felix Zimmermann. "Marketing In The Gaming Industry Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/marketing-in-the-gaming-industry-statistics.
Chicago
Felix Zimmermann. 2026. "Marketing In The Gaming Industry Statistics." Gitnux. https://gitnux.org/marketing-in-the-gaming-industry-statistics.

Sources & references

23 datasets cited across this report · attribution is report-level

+10 additional datasets cited (not shown individually)