GITNUX MARKETDATA REPORT 2024

Video Gaming Industry Statistics

The video gaming industry continues to grow rapidly, with global revenues exceeding $159 billion in 2020 and over 2.7 billion gamers worldwide.

Highlights: Video Gaming Industry Statistics

  • The video game industry reached a global revenue of 165 billion USD in 2020.
  • Esports revenues are expected to surpass $1.79 billion per year by 2022.
  • 75% of households in the US have at least one person who plays video games.
  • The number of active video gamers worldwide was 2.81 billion in 2021.
  • The average age of a video game player in the U.S. is 35-44 years old.
  • The video game industry generated $43.4 billion in revenue in 2018 in the US alone.
  • Nearly 50% of adults in the US play video games.
  • The size of the esports audience was 495 million worldwide in 2020.
  • 67% of parents play video games with their children at least once a week.
  • Video game sales increased 20% to $43.4 billion in the U.S. in 2020.
  • China is the largest video gaming market by revenue, estimated at $41 billion in 2021.
  • Video game sales worldwide amounted to $174.9 billion in 2020.
  • 46% of video game players in the United States are female.
  • About 64% of U.S. adults and 70% of those under 18 regularly play video games.
  • Mobile gaming is expected to become a $120 billion market by the end of 2021.
  • 'Grand Theft Auto V' is the best-selling video game of all time with 110 million copies sold.

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The Latest Video Gaming Industry Statistics Explained

The video game industry reached a global revenue of 165 billion USD in 2020.

The statistic stating that the video game industry reached a global revenue of 165 billion USD in 2020 highlights the significant economic impact and growth of the video game market. This figure represents the total amount of money generated from sales of video games, in-game purchases, subscriptions, and other related services worldwide. The substantial revenue underscores the widespread popularity and increasing consumer demand for video games across different platforms, including consoles, PCs, and mobile devices. The industry’s strong performance in 2020 is influenced by various factors such as technological advancements, the introduction of new gaming experiences, and the surge in online gaming activities due to the COVID-19 pandemic, reflecting the industry’s resilience and adaptability in meeting evolving consumer preferences.

Esports revenues are expected to surpass $1.79 billion per year by 2022.

The statistic ‘Esports revenues are expected to surpass $1.79 billion per year by 2022’ indicates the significant growth and potential of the Esports industry in generating revenue. This figure represents an expected increase in the financial earnings derived from Esports events, sponsorships, advertising, merchandise sales, and other related sources. The projection suggests a positive outlook for the industry, demonstrating widespread interest and engagement from audiences worldwide. As Esports continue to gain popularity and attract both fans and investments, the anticipated revenue growth signals a thriving market with evolving opportunities for business, partnerships, and further expansion in the coming years.

75% of households in the US have at least one person who plays video games.

This statistic indicates that a significant majority of households in the United States – specifically 75% – have at least one individual who plays video games. This suggests that video gaming is a popular and widespread activity within American households, showcasing its prevalence and appeal across a diverse range of demographics. The high percentage points towards the normalization and integration of video gaming into everyday life, highlighting its role as a common form of entertainment and leisure activity within households in the US.

The number of active video gamers worldwide was 2.81 billion in 2021.

The statistic indicating that the number of active video gamers worldwide was 2.81 billion in 2021 represents the total estimated count of individuals who regularly engage in playing video games across the globe during that year. This data point signifies the sheer magnitude and widespread popularity of video gaming as a form of entertainment and leisure activity on a global scale. It underscores the growing significance of the video game industry within the broader entertainment sector and highlights the increasing cultural impact of gaming as a mainstream form of entertainment enjoyed by a diverse and extensive player base spanning various demographics and regions worldwide.

The average age of a video game player in the U.S. is 35-44 years old.

This statistic suggests that the typical age range of video game players in the United States falls between 35 and 44 years old. This age group represents the average age among all video game players in the country, indicating that a significant portion of the gaming population is made up of individuals in this age bracket. The statistic implies that video games are not exclusively popular among younger demographics but also have a substantial following among adults in their mid-thirties to mid-forties. This information can be valuable for marketers, developers, and researchers looking to understand and cater to the preferences and behaviors of the gaming community.

The video game industry generated $43.4 billion in revenue in 2018 in the US alone.

The statistic that the video game industry generated $43.4 billion in revenue in 2018 in the US alone highlights the significant economic impact of the gaming sector. This figure demonstrates the substantial financial contributions that video games make to the economy, reflecting the industry’s popularity and widespread consumer interest. The revenue generated by the video game industry not only indicates strong market demand but also suggests that gaming has become a major player in the entertainment industry. This statistic underscores the importance of the video game sector in driving economic growth, creating jobs, and fostering innovation within the United States.

Nearly 50% of adults in the US play video games.

The statistic states that approximately half of adults in the United States engage in playing video games. This highlights the widespread popularity and widespread adoption of video gaming as a form of entertainment among the adult population in the country. The statistic suggests that gaming is not just limited to younger age groups, but has become a common leisure activity across various demographics. This trend may reflect the increasing accessibility and diversity of gaming platforms and genres, as well as the evolving perceptions around video games as a legitimate form of entertainment for adults. Additionally, this statistic could have significant implications for various industries, such as the video game industry, marketing, and entertainment, as they seek to cater to this large segment of the adult population that enjoys playing video games.

The size of the esports audience was 495 million worldwide in 2020.

The statistic “The size of the esports audience was 495 million worldwide in 2020” indicates that there were approximately 495 million individuals globally who were consumers of esports content and events during the year 2020. This figure represents the total number of people who engaged with esports through various platforms such as online streaming, live events, and televised broadcasts. The statistic highlights the significant and growing popularity of esports as a form of entertainment and competitive gaming, making it a key area of interest for marketers, advertisers, and stakeholders in the gaming industry.

67% of parents play video games with their children at least once a week.

The statistic ‘67% of parents play video games with their children at least once a week’ indicates that a significant majority of parents engage in gaming activities alongside their children on a regular basis. This suggests a growing trend in parent-child bonding through video games and reflects a shift in the perception of gaming as a means of interactive and social entertainment within families. Such active participation by parents can have various positive impacts, including fostering communication, collaboration, and shared experiences between generations. Additionally, it highlights the evolving nature of family dynamics and the incorporation of technology and digital media as a medium for family leisure and connection.

Video game sales increased 20% to $43.4 billion in the U.S. in 2020.

The statistic denotes that video game sales experienced a notable 20% growth, reaching a total of $43.4 billion within the United States in the year 2020. This surge in sales indicates a substantial increase in consumer demand and spending on video games throughout the year. Factors such as the ongoing COVID-19 pandemic, which led to restrictions on outdoor activities and increased leisure time spent at home, likely played a significant role in driving this growth in video game sales. The statistic suggests a flourishing market for video games in the U.S., demonstrating the continued popularity and financial success of the industry.

China is the largest video gaming market by revenue, estimated at $41 billion in 2021.

The statistic stating that China is the largest video gaming market by revenue, estimated at $41 billion in 2021 indicates the significant economic importance and influence of the video gaming industry in the country. The substantial revenue generated reflects the strong demand for video games among Chinese consumers and the widespread adoption of gaming as a form of entertainment. This statistic highlights China’s position as a key player in the global video gaming market, with the potential to drive innovation, investment, and growth in the industry. It also underscores the opportunities for companies operating in the video gaming sector to tap into the vast market potential and engage with a large and diverse consumer base in China.

Video game sales worldwide amounted to $174.9 billion in 2020.

The statistic “Video game sales worldwide amounted to $174.9 billion in 2020” represents the total revenue generated from the sales of video games globally during the year 2020. This figure encompasses sales across various platforms such as consoles, PC, mobile devices, and includes revenue from game purchases, in-game purchases, subscriptions, and downloadable content. The substantial amount of $174.9 billion highlights the significant and growing impact of the video game industry on the global economy, reflecting the increasing popularity of gaming as a form of entertainment and the continued expansion of the gaming market worldwide.

46% of video game players in the United States are female.

The statistic states that 46% of video game players in the United States are female. This means that nearly half of the video game player population in the country is comprised of females. This information provides insight into the demographic composition of the gaming community, challenging traditional stereotypes that video gaming is predominantly a male-dominated activity. The statistic underscores the increasing participation and engagement of females in the video game industry, highlighting the importance of diversity and representation within the gaming community.

About 64% of U.S. adults and 70% of those under 18 regularly play video games.

The statistic suggests that a significant portion of the U.S. population, specifically around 64% of adults and 70% of individuals under the age of 18, engage in the regular activity of playing video games. This indicates that gaming is a widespread form of entertainment and pastime among both adults and younger individuals in the country. The data highlights the popularity and prevalence of video gaming as a recreational activity across different age groups, emphasizing its widespread appeal and the potential impact it has on various demographic segments within the U.S. population.

Mobile gaming is expected to become a $120 billion market by the end of 2021.

The statistic that mobile gaming is expected to become a $120 billion market by the end of 2021 signifies the significant growth and economic impact of the mobile gaming industry. This data suggests that the popularity and profitability of mobile gaming have been steadily increasing, driven by factors such as technological advancements, ease of access to smartphones, and a growing global audience. The projected market size not only reflects the increasing demand for mobile games but also highlights the lucrative opportunities available for game developers, investors, and other stakeholders in this industry. This statistic underscores the importance of mobile gaming as a thriving sector within the rapidly expanding digital entertainment market.

‘Grand Theft Auto V’ is the best-selling video game of all time with 110 million copies sold.

The statistic that ‘Grand Theft Auto V’ is the best-selling video game of all time with 110 million copies sold highlights the immense popularity and commercial success of this particular title. With over a decade since its initial release, the game’s continued strong sales demonstrate the enduring appeal and widespread acclaim it has garnered amongst gamers worldwide. This statistic serves as a testament to the game’s high production value, engaging gameplay mechanics, compelling narrative, and overall entertainment value that has resonated with a vast audience. The achievement of selling 110 million copies positions ‘Grand Theft Auto V’ as a monumental success story in the video game industry, solidifying its place in history as one of the most successful and influential titles of all time.

References

0. – https://www.www.cnbc.com

1. – https://www.www.statista.com

2. – https://www.www.businessinsider.com

3. – https://www.www.pewresearch.org

4. – https://www.www.ign.com

5. – https://www.blog.applovin.com

6. – https://www.www.gamesindustry.biz

7. – https://www.www.juniperresearch.com

8. – 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.

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