The video game industry is shockingly massive. When you combine console, computer, and mobile gaming, it’s starting to look like a giant portion of the world’s population are gamers. The following statistics will prove to you how the label “gamer” has grown from a nerdy hobby to something much more broadly acceptable – much like “movie watcher” or “reader.”
The US gaming market is currently worth $106.8 billion
Since 2012, the videogame industry has increased to over 3x what it was then ($31.23 billion). It has continued to grow in value in 8 of the last 10 years. During the first week of the pandemic, US gamers spent 45% more time playing video games. By March 2020, global video game sales increased notably. Source: IBISWorld
There are now more than 3 billion gamers worldwide
In 2015, “active gamers” had risen to 1.99 billion people. This group has grown year-over-year, reaching 2.69 billion in 2020, with 2.5 billion of those playing on mobile. This amounts to a 35% increase in five years. Growth was expected to reach 3.07 billion in 2023. Source: VentureBeat
China and the US dominate international gaming markets
In 2022, the US dominated the international gaming market with 209.8 million players and $46.4 billion in revenue. China has more players at 699.6 million but less revenue at $44 billion. Japan is third, with 73.4 million players and $19.1 billion in revenue. South Korea follows with 33.3 million players and $7.4 billion in revenue. Asia comprises three of the top four gaming markets. Source: NewZoo
Adults constitute 79% of gamers in the US
Many people consider video games an activity for kids and teenagers. However, the reality is four out of five players in the US are adults. Out of five age groups, 38 percent of gamers are aged 18-34. Only 6% of gamers are aged 65+. Further, 64% of US adults play video games regularly. Source: Entertainment Software Association
Three in five gamers are male
Over the last 15 years, the proportion of male-to-female gamers is largely unchanged. Since 2006, only between 38% and 48% of all gamers are female, and peaked in 2014. Currently, only 41% of gamers are female. Stats show male gamers are also more likely to purchase video games and in-game content. Source: Entertainment Software Association
Mobile gaming is responsible for over three-quarters of total gaming revenue
As of 2023, there were more than 1.92 billion mobile gamers worldwide. Mobile gaming revenue comprised 77.7% of the total gaming industry revenue share in 2023. The total market size of the global mobile gaming industry was reported as $172.10 billion. Source: Zippia
Gamers spend more money on in-game downloads and streamer support than on full games
By 2018, gamers were spending an average of $38.09 streamer support per game. Gamers spent an average of $36.31 on in-game downloads. Combined, this totals $74.40. Comparatively, gamers only spent an average of $49.14 on each full game release. Source: SuperData Research
Wii Sports is the best-selling game of all time by a considerable margin
Wii Sports (2006) is far and away the best-selling video game of all time, selling more than double its closest competitor. As of January 2021, Wii Sports had sold 82.65 million copies worldwide. Some 18 years after the release of Nintendo Wii, its titles remain dominant as the best-selling console games. Source: VGChartz
Global online gaming revenue now totals over $26.14 billion
In 2023, the global online gaming market generated approximately $26.14 billion. Online gaming saw a 9.8% growth year-over-year. In 2020, during the pandemic, online gaming revenues also saw a significant boost. According to estimates, there are 1.1 billion online gamers worldwide, with the most players in China, South Korea, and Japan. Source: Statista
The global Esports audience is expected to exceed 500 million in 2024
One of the fastest-growing segments in the gaming industry worldwide is Esports. In 2020, 435.9 million across the globe watched an Esports event. In 2023, the figure rose to 474 million viewers. For 2024, it’s projected that Esports audiences will reach 577.2 million. In 2020, the most valuable Esports organization was TSM, with a projected worth of $410 million. Source: VentureBeat