statlyst

Consumer tech · dataset

Video Game Statistics 2026

More than 212.3 million Americans play video games regularly, and US consumers spent $60.7 billion on games in 2025, according to the Entertainment Software Association and Circana. Newzoo forecasts global games revenue of $213.9 billion in 2026 from 3.7 billion players, with mobile accounting for $121.1 billion.

Share of Americans who play video games 1+ hours a week, by generation

ESA and YouGov online survey of 13,545 US respondents, February 2026.

  • Gen Alpha (5 to 13)83%
  • Gen Z (14 to 29)82%
  • Millennials (30 to 45)71%
  • Gen X (46 to 61)56%
  • Boomers (62 to 80)50%
  • Silent (81 to 90)32%
Source: Entertainment Software Association
table
Gen Alpha (5 to 13)83%
Gen Z (14 to 29)82%
Millennials (30 to 45)71%
Gen X (46 to 61)56%
Boomers (62 to 80)50%
Silent (81 to 90)32%
Figures
50
Publishers
15
Official or research
16%
Data from 2025 or later
96%
Quotes re-checked
55/55
Updated
November 4, 2026

Key facts

Analysis

This page collects current figures on who plays video games, what they spend, which platforms and companies lead, how children and teens play, and who works in the industry. Each figure links to the trade body, statistical agency, research firm or company filing that produced it. Most data cover the US for 2025 and 2026, with UK, European and global estimates from Ukie, Video Games Europe, Newzoo and Sensor Tower; the two Pew teen figures were collected in 2023 and are labeled as such.

Video games reach most of the population. The ESA counts more than 212.3 million US players in 2026, with an average age of 37. Video Games Europe reports a similar pattern across 16 European markets: 199 million players, 51% of people aged 6 to 75, 46% of them women, and an average age of 34. Newzoo estimates 3.7 billion players worldwide in 2026. BLS time use data show people aged 15 and over in the US spent 37 minutes a day on games and leisure computer use in 2025, up from 25 minutes in 2015, with the 15 to 19 age group at 1.5 hours.

Spending is large but growing slowly in the US. Circana measured $60.7 billion in 2025, up 1.4%, and still below the $61.7 billion reached in 2021. Content accounted for $52.3 billion of that total. Circana expects 2026 to set a record at $62.8 billion, helped by Nintendo Switch 2 and Grand Theft Auto VI, which held a record 29% purchase intent among US console and PC gamers in October 2026. In the UK, Ukie counted a record £8.76 billion of consumer spending in 2025, up 7.4%. Globally, Newzoo forecasts $213.9 billion in 2026, while Sensor Tower data show mobile in-app spending dipped to $39.8 billion in the first half of 2026.

Hardware is shifting toward Nintendo. Switch 2 sold 19.86 million units in its first fiscal year and 3.82 million more from April to June 2026, while Sony's annual PlayStation 5 shipments fell to 16.0 million in fiscal 2025 and Microsoft reported a 14% decline in Xbox hardware revenue. Platform businesses built on free play keep growing: Roblox averaged 138 million daily active users in the third quarter of 2026.

For young people, gaming is a daily habit. Common Sense Media found 56% of US tweens and teens play on a given day for about two hours in 2026, and 62% own a gaming console; Pew's 2023 survey found 85% of teens play. The industry behind these numbers is under strain: GDC's 2026 survey found 28% of respondents had been laid off in two years, and 52% now think generative AI is hurting the industry, up from 18% two years earlier.

Who plays video games

Play is common across age groups in both the US and Europe. The ESA count of 212.3 million US players covers Americans aged 5 to 90 who play regularly, while the Video Games Europe figure covers ages 6 to 75 in 16 markets. Newzoo's global player count is a model estimate rather than a survey. Video Games Europe finds women make up 46% of players, and the average player is an adult in their mid to late thirties in both the US and European data. The BLS time use category is broader than video games, since it also includes board games and social media.

#ValueStatisticSourceYear
1212.3 millionMore than 212.3 million Americans aged 5 to 90 played video games regularly in 2026, according to the ESA's annual Essential Facts survey.
quote

Today, more than 212.3 million Americans play video games regularly

Entertainment Software Association2026 Essential Facts About the U.S. Video Game IndustryJun 20262026
237The average US video game player was 37 years old in 2026.
quote

There are players from every generation, and the average player is now 37 years old.

Entertainment Software Association2026 Essential Facts About the U.S. Video Game IndustryJun 20262026
3199 millionVideo Games Europe counted 199 million players across 16 European markets in 2025, 51% of the population aged 6 to 75.
quote

199 million players – 51% of Europe’s population aged 6-75

Video Games EuropeVideo games industry Annual Key Facts published today with new markets, new rules and huge ambitionAug 20262025
434In those 16 European markets, 46% of players were women and the average player was 34 years old in 2025.
quote

46% of players are women, 77% are adults, and the average age is 34

Video Games EuropeVideo games industry Annual Key Facts published today with new markets, new rules and huge ambitionAug 20262025
53.7 billionNewzoo forecasts 3.7 billion video game players worldwide in 2026, up 4.4% from 2025.
quote

Global players are forecast to reach 3.7 billion in 2026, up 4.4% year on year.

Newzoo2026 Global games market key numbersAug 20262026
637 minutesPeople aged 15 and over in the US spent an average of 37 minutes a day playing games or using a computer for leisure in 2025, up from 25 minutes in 2015; the BLS category also includes board games and social media.
quote

Individuals spent more time playing games or using a computer on an average day in 2025 than they did in 2015 (37 minutes compared with 25 minutes).

U.S. Bureau of Labor StatisticsAmerican Time Use Survey: 2025 ResultsJun 20262025
71.5 hoursUS residents aged 15 to 19 spent 1.5 hours a day on games or leisure computer use in 2025, more than any other age group, according to the American Time Use Survey.
quote

Individuals ages 15 to 19 spent 1.5 hours playing games or using a computer for leisure on an average day in 2025, more than any other age group.

U.S. Bureau of Labor StatisticsAmerican Time Use Survey: 2025 ResultsJun 20262025

Consumer spending on video games in the US and UK

US spending is large but barely growing. Circana measured $60.7 billion in 2025 consumer spending, only 1.4% above 2024 and still below the 2021 peak of $61.7 billion. Content, which includes full games, add-ons and subscriptions, makes up about 86% of the total. Circana's 2026 forecast of $62.8 billion leans on Nintendo Switch 2 and Grand Theft Auto VI, and its survey data show price sensitivity: many players say they would wait for discounts or buy fewer full-price games if costs rise. The UK market grew faster in 2025, by 7.4% according to Ukie, though in pounds and with a different scope that includes game culture spending.

US consumer spending on video games in 2025, by category

Billions of US dollars, calendar 2025. Circana data published in the ESA's 2026 Essential Facts.

$0$20$40$60$80$100
$52.3
$5.4
$2.95
ContentHardwareAccessories
Source: Entertainment Software Association
table
Content$52.3
Hardware$5.4
Accessories$2.95
#ValueStatisticSourceYear
8$60.7 billionUS consumers spent $60.7 billion on video game hardware, content and accessories in 2025, up 1.4% from 2024, according to Circana.
quote

According to Circana’s latest Games Market Dynamics report, total U.S. consumer spending on video game hardware, content, and accessories reached $60.7 billion in 2025, marking a +1.4% increase over 2024.

CircanaCircana Forecasts a Transformative Year for Video Games in 2026Feb 20262025
9$62.8 billionCircana projects US video game spending to rise 3% to $62.8 billion in 2026, which would pass the 2021 record of $61.7 billion.
quote

Circana projects U.S. video game industry spending to rise +3% to $62.8 billion in 2026, surpassing the current all‑time high of $61.7 billion set in 2021.

CircanaCircana Forecasts a Transformative Year for Video Games in 2026Feb 20262026
10$52.3 billionContent, including full games, add-ons and subscriptions, accounted for $52.3 billion of 2025 US video game spending, according to Circana data published by the ESA.
quote

$60.7 billion $52.3 billion on content $5.4 billion on hardware $2.95 billion on accessories

Entertainment Software Association2026 Essential Facts About the U.S. Video Game IndustryJun 20262025
1138%38% of US consumers said they would buy fewer full-price games at launch if tariffs or other factors raised costs, and 34% said they would wait longer for sales.
quote

When considering potential cost increases due to tariffs and/or other factors, more than one-third of consumers would purchase fewer full-price games at launch (38%) or would wait longer for video games to be on sale (34%), according to the latest findings from Circana’s Future of™ Video Games report.

CircanaCircana Forecasts a Transformative Year for Video Games in 2026Feb 20262026
1227%27% of US consumers said they would spend more time on free-to-play games if game costs rose.
quote

Furthermore, 27% would spend more time playing free-to-play games.

CircanaCircana Forecasts a Transformative Year for Video Games in 2026Feb 20262026
1329%Grand Theft Auto VI had a 29% purchase intent among US console and PC gamers in October 2026, the highest Circana has recorded for any video game.
quote

Grand Theft Auto VI currently holds a 29% purchase intent among U.S. console and PC gamers, according to Circana, LLC 's PlayerPulse.

CircanaNearly 1-in-3 U.S. Console and PC Gamers Plan to Buy Grand Theft Auto VI, Setting a New Industry Record, Circana ReportsOct 20262026
14£8.76 billionUK consumers spent a record £8.76 billion on video games in 2025, up 7.4% from 2024, according to the trade body Ukie.
quote

Ukie, the trade body for the UK’s video games and interactive entertainment industry, today announces that UK consumers spent £8.76 billion on video games in 2025, a 7.4% increase on the previous year.

UkieUK video games market reaches £8.76 billion, growing 7.4% in 2025Apr 20262025
15£6.03 billionUK spending on game software rose 7% to £6.03 billion in 2025 and spending on game hardware grew 3% to £2.17 billion, per Ukie.
quote

Spending on software rose 7% to reach £6.03 billion, Game Hardware grew 3% to £2.17 billion, and Game Culture (video games related film and TV) has grown 42% to reach £566 million.

UkieUK video games market reaches £8.76 billion, growing 7.4% in 2025Apr 20262025

Global market and major companies

Newzoo's 2026 forecast puts the global market at $213.9 billion, with mobile more than half of revenue. Sensor Tower's tracking points the same way on reach but shows mobile spending has stopped growing in 2026: first-half in-app purchase revenue slipped 2% even as play time held steady. Company filings show how concentrated the business is around a few platforms and franchises, from Roblox's 138 million daily users to more than 470 million Grand Theft Auto units sold in. Market estimates from different firms use different definitions and currencies, so totals should not be added across sources.

Forecast global games revenue in 2026, by platform

Billions of US dollars, Newzoo forecast published August 2026.

$0$40$80$120$160$200
$121
$46.9
$45.9
MobileConsolePC
Source: Newzoo
table
Mobile$121
Console$46.9
PC$45.9
#ValueStatisticSourceYear
16$213.9 billionNewzoo forecasts global games revenue of $213.9 billion in 2026, up 6.1% year over year.
quote

The global games market is forecast to reach $213.9 billion in 2026, up 6.1% year over year, with growth across all three platforms and every major region.

Newzoo2026 Global games market key numbersAug 20262026
17$121.1 billionMobile is forecast to generate $121.1 billion of global games revenue in 2026, the largest platform, according to Newzoo.
quote

Mobile remains the largest at $121.1 billion (+6.8% YoY), ahead of console at $46.9 billion (+5.1% YoY) and PC at $45.9 billion (+5.3% YoY).

Newzoo2026 Global games market key numbersAug 20262026
1852%China and the US are expected to account for 52% of global consumer spending on games in 2026.
quote

While, 52% of all consumer spending on games in 2026 is expected to come from China and the US.

Newzoo2026 Global games market key numbersAug 20262026
1952 billionGames were downloaded 52 billion times worldwide in 2025, mostly on mobile devices, according to Sensor Tower.
quote

Games were downloaded 52 billion times in 2025, with the vast majority of those downloads coming from mobile devices.

Sensor TowerState of Gaming 202620262025
20$39.8BWorldwide mobile game in-app purchase revenue was $39.8 billion in the first half of 2026, down from $40.6 billion a year earlier.
quote

Mobile IAP stayed inside the $38–42B half-year range that has defined the market since 2024, landing at $39.8B versus $40.6B in H1 2025.

Sensor TowerH1 2026 Digital Gaming Market Index20262026
21€29.7 billionVideo game revenue in 16 European markets was €29.7 billion in 2025, 91% of it digital.
quote

Revenue is €29.7 billion 3 , split by device is 91% digital and 9% physical

Video Games EuropeVideo games industry Annual Key Facts published today with new markets, new rules and huge ambitionAug 20262025
22138 millionRoblox averaged 138 million daily active users in the third quarter of 2026, of whom about 1.8 million were daily paying users.
quote

For example, in the three months ended September 30, 2026, of our 138 million average daily active users (“DAUs”), only approximately 1.8 million represented our average daily unique paying users.

Roblox CorporationForm 10-Q for the quarter ended September 30, 2026Oct 20262026
23470 millionTake-Two reports that the Grand Theft Auto series has sold in more than 470 million units worldwide, including more than 230 million for Grand Theft Auto V.
quote

Grand Theft Auto series, which is the interactive entertainment industry's most iconic and critically acclaimed brand and has sold-in over 470 million units worldwide. Our most recent installment, Grand Theft Auto V , which was released in 2013, has sold-in over 230 million units worldwide

Take-Two Interactive SoftwareForm 10-Q for the quarter ended June 30, 2026Aug 20262026
24$129 millionMicrosoft's Xbox revenue fell $129 million, or 2%, year over year in the quarter ended September 30, 2026.
quote

XBOX revenue decreased $129 million or 2% driven by declines in XBOX content and services and XBOX hardware.

Microsoft CorporationForm 10-Q for the quarter ended September 30, 2026Oct 20262026

Consoles, platforms and hardware

Nintendo Switch 2 has driven most hardware growth since its June 2025 launch, selling 19.86 million units in its first fiscal year. PlayStation 5 annual shipments have declined since peaking in fiscal 2023, and Microsoft reported a 14% drop in Xbox hardware revenue in its latest quarter. Company unit figures are sell-in (shipped to retailers), not sales to consumers, and fiscal years run April to March for Nintendo and Sony. Rising memory and component costs are a shared risk that both Circana and Newzoo flag for 2026.

PlayStation 5 units shipped per fiscal year

Millions of units, worldwide sell-in. Sony fiscal years run April to March (FY2025 ended March 2026).

0510152025
7.8
11.5
19.1
20.8
18.5
16
FY2020FY2021FY2022FY2023FY2024FY2025
Source: Sony Interactive Entertainment
table
FY20207.8
FY202111.5
FY202219.1
FY202320.8
FY202418.5
FY202516
#ValueStatisticSourceYear
2519.86 millionNintendo sold 19.86 million Switch 2 consoles in the fiscal year ended March 31, 2026, the system's first.
quote

The March release ofPokémon Pokopia (see note) was a factor in driving further hardware sales toward the end of the fiscal year, helping sales volume reach 19.86 million units for the full term.

Nintendo Co., Ltd.Consolidated Financial Highlights, fiscal year ended March 31, 2026May 20262026
2614.70 millionMario Kart World sold 14.70 million units in the fiscal year ended March 2026, including bundles.
quote

Looking at software,Mario Kart World, which was released on the same day as the hardware, sold 14.70 million units, including bundle sales

Nintendo Co., Ltd.Consolidated Financial Highlights, fiscal year ended March 31, 2026May 20262026
273.82 millionNintendo sold another 3.82 million Switch 2 consoles from April to June 2026.
quote

Nintendo Switch 2 hardware maintained strong sales momentum, with sales totaling 3.82 million units.

Nintendo Co., Ltd.Consolidated Financial Highlights, first quarter of the fiscal year ending March 31, 2027Aug 20262026
28132.7 billion yenNintendo's digital sales reached 132.7 billion yen from April to June 2026, up 90.0% year on year.
quote

Turning to the digital business for our dedicated video game platforms, digital sales totaled 132.7 billion yen, up 90.0% year-on- year, mainly due to an increase in sales of downloadable versions of packaged software.

Nintendo Co., Ltd.Consolidated Financial Highlights, first quarter of the fiscal year ending March 31, 2027Aug 20262026
2995 millionSony reports cumulative PlayStation 5 sell-in of more than 95 million units worldwide as of June 30, 2026.
quote

PlayStation 5 More than 95 million (As of June 30, 2026)

Sony Interactive EntertainmentBusiness Data & Sales20262026
3014%Microsoft's Xbox hardware revenue fell 14% in the quarter ended September 30, 2026, on lower console volumes.
quote

XBOX hardware revenue declined 14% driven by lower volume of consoles sold.

Microsoft CorporationForm 10-Q for the quarter ended September 30, 2026Oct 20262026
3112,000PC and console game copies sold worldwide reached about 1.0 billion in the first half of 2026, while Steam releases rose 19% to roughly 12,000 titles.
quote

PC/console copies sold reached about 1.0B (+1%), even as Steam premium revenue slipped 5% to $5.4B amid a 19% jump in Steam releases to roughly 12,000 titles, indicating an increase in development accessibility and speed.

Sensor TowerH1 2026 Digital Gaming Market Index20262026

Children, teens and families

Most US children and teens play, and play is largely social. Common Sense Media found 56% of tweens and teens play on a given day for about two hours, and Pew's 2023 survey found 85% of teens play. Parents are often players themselves: the ESA reports three-quarters of parents play and most prefer games to social media for their children. Risks remain, including lost sleep and contact with strangers met through games. Pew data were collected in 2023, so they are older than the other figures here.

#ValueStatisticSourceYear
3285%In a Pew Research Center survey conducted in 2023, the latest Pew data on teen gaming, 85% of US teens aged 13 to 17 said they play video games and 41% play at least once a day.
quote

85% of U.S. teens report playing video games, and 41% say they play them at least once a day.

Pew Research CenterTeens and Video Games TodayMay 20242023
3341%41% of US teens who play video games told Pew Research Center in 2023 that gaming has hurt their sleep.
quote

Over half of teens who play video games say it has helped their problem-solving skills, but 41% also say it has hurt their sleep.

Pew Research CenterTeens and Video Games TodayMay 20242023
3456%56% of US tweens and teens aged 9 to 17 played games on a given day in 2026, for about two hours.
quote

Overall, just over half of tweens and teens (56%) play games on a given day for about two hours (one hour and 49 minutes for tweens and two hours for teens).

Common Sense MediaThe Common Sense Media Census: Tech and Media Use by Tweens and Teens, 2026Oct 20262026
3562%62% of US tweens and teens had their own gaming console in 2026, second only to cellphones at 71%.
quote

Personal ownership overall is highest for cellphones (71%), gaming consoles (62%), and tablets (59%).

Common Sense MediaThe Common Sense Media Census: Tech and Media Use by Tweens and Teens, 2026Oct 20262026
3629%29% of US teens who game played with people they met through games in 2026, compared with 20% of tweens.
quote

teens are more likely than tweens to have riskier practices, such as playing with people they've met through games (29% vs. 20% of tweens)

Common Sense MediaThe Common Sense Media Census: Tech and Media Use by Tweens and Teens, 2026Oct 20262026
3781%Three-quarters of US parents play video games, and 81% of those parents play with their children (2026).
quote

Three-quarters of American parents play video games, and 81% of parent players say they play video games with their kids.

Entertainment Software Association2026 Essential Facts About the U.S. Video Game IndustryJun 20262026
3873%73% of US parents would prefer their children spend time playing video games rather than on social media (2026).
quote

73% of parents prefer their children spend time playing video games instead of on social media

Entertainment Software Association2026 Essential Facts About the U.S. Video Game IndustryJun 20262026
3990%90% of the 6,761 ESRB age ratings assigned in 2025 were E, E10+ or T.
quote

In 2025, 90% of the 6,761 ESRB ratings assigned were E, E10+, or T.

Entertainment Software Association2026 Essential Facts About the U.S. Video Game IndustryJun 20262025
4093%93% of European parents whose children play video games monitor their in-game purchases (2025).
quote

93% of parents of children who play video games monitor their purchases of in-game content

Video Games EuropeVideo games industry Annual Key Facts published today with new markets, new rules and huge ambitionAug 20262025

Industry jobs and workforce

The US industry supports more than 250,000 jobs once indirect effects are included, but direct employment is far smaller and concentrated in California. Workers face real instability: in GDC's 2026 survey more than a quarter of respondents had been laid off in the past two years. Generative AI is now used by over a third of industry professionals, yet the share who see it as harmful to the industry has nearly tripled in two years. GDC respondents are self-selected, so its figures describe its survey base rather than the whole workforce.

Game industry professionals who say generative AI is hurting the industry

GDC State of the Game Industry surveys; 2026 edition had more than 2,300 respondents.

0%20%40%60%80%100%2024: 18%20242025: 30%20252026: 52%52%2026
Source: Game Developers Conference (GDC)
table
202418%
202530%
202652%
#ValueStatisticSourceYear
41250,000The US video game industry creates and supports more than 250,000 jobs and $95.8 billion in total economic impact, according to the ESA's 2026 report.
quote

The U.S. video game industry creates and supports more than 250,000 jobs across the country, while generating $95.8 billion in total economic impact.

Entertainment Software Association2026 Economic Impact Report20262025
42$65 billionThe US video game industry contributed more than $65 billion to US GDP in 2025.
quote

Additionally, the industry contributed more than $65 billion to the U.S. GDP in 2025.

Entertainment Software Association2026 Economic Impact Report20262025
4344%California is home to more than 36,000 video game industry jobs, 44% of US industry employment.
quote

California is home to over 36,000 jobs, accounting for 44% of industry employment.

Entertainment Software Association2026 Economic Impact Report20262025
4417%Remote and fully remote workers held 14,461 US video game industry jobs in 2025, 17% of the total.
quote

In 2025, these remote and fully remote workers accounted for 14,461 jobs, or 17% of total U.S. video game industry employment.

Entertainment Software Association2026 Economic Impact Report20262025
45123,000123,000 people were employed in the video game industry across the EU and the UK in 2025, 24% of them women.
quote

123,000 people are employed in the EU and the UK, 24% of whom are women

Video Games EuropeVideo games industry Annual Key Facts published today with new markets, new rules and huge ambitionAug 20262025
4628%28% of game industry professionals in GDC's 2026 survey had been laid off in the past two years, rising to 33% in the United States.
quote

Over one in four (28%) survey respondents were laid off in the past two years, increasing to one-third (33%) for those in the United States, and half said their current (or most recent) employer has conducted layoffs in the past 12 months.

Game Developers Conference (GDC)GDC 2026 State of the Game Industry Reveals Impact of Layoffs, Generative AI, and MoreJan 20262026
4774%74% of game development students surveyed by GDC in 2026 were concerned about their future job prospects.
quote

Three-fourths (74%) of surveyed students said they are concerned about their future job prospects in the game industry.

Game Developers Conference (GDC)GDC 2026 State of the Game Industry Reveals Impact of Layoffs, Generative AI, and MoreJan 20262026
4836%36% of game industry professionals used generative AI tools as part of their job in 2026.
quote

Survey results indicate that over one-third (36%) of game industry professionals are using generative AI tools as part of their job.

Game Developers Conference (GDC)GDC 2026 State of the Game Industry Reveals Impact of Layoffs, Generative AI, and MoreJan 20262026
4952%52% of game industry professionals said generative AI is having a negative impact on the industry in 2026, up from 30% a year earlier.
quote

According to this year’s survey, over half (52%) of game industry professionals think generative AI is having a negative impact on the game industry, up from 30% last year and 18% the year prior.

Game Developers Conference (GDC)GDC 2026 State of the Game Industry Reveals Impact of Layoffs, Generative AI, and MoreJan 20262026
5042%42% of developers in GDC's 2026 survey used Unreal Engine as their primary engine, ahead of Unity at 30%.
quote

42% of developers reported that it is their primary engine for game development, ahead of the next-most-popular engine, Unity, at 30%.

Game Developers Conference (GDC)GDC 2026 State of the Game Industry Reveals Impact of Layoffs, Generative AI, and MoreJan 20262026

Frequently asked questions

How many people play video games in the US?

The Entertainment Software Association counts more than 212.3 million Americans aged 5 to 90 who play video games regularly in 2026. The average player is 37 years old.

How much do Americans spend on video games?

Circana measured $60.7 billion in US consumer spending on video game hardware, content and accessories in 2025, up 1.4% from 2024. Content made up $52.3 billion, and Circana projects $62.8 billion for 2026. For comparison, Ukie counted £8.76 billion of UK spending in 2025.

How big is the global video game market?

Newzoo forecasts $213.9 billion in global games revenue for 2026, up 6.1%, with mobile at $121.1 billion, console at $46.9 billion and PC at $45.9 billion. It estimates 3.7 billion players worldwide.

What share of teens play video games?

Common Sense Media's 2026 census found 56% of US tweens and teens aged 9 to 17 play on a given day, for about two hours. The latest Pew Research Center survey, from 2023, found 85% of US teens aged 13 to 17 play video games and 41% play daily.

How much time do people spend playing video games?

The BLS American Time Use Survey found Americans spent an average of 37 minutes a day playing games or using a computer for leisure in 2025, and 1.5 hours among those aged 15 to 19. The BLS category also includes board games and social media.

How many people work in the video game industry?

The ESA says the US industry creates and supports more than 250,000 jobs, with California holding 44% of industry employment. Video Games Europe counts 123,000 people employed in the EU and the UK.

Methodology

We selected figures from industry associations (ESA, Ukie, Video Games Europe), a federal statistical agency (BLS), nonprofit researchers (Pew Research Center, Common Sense Media), market research firms that collect their own data (Circana, Newzoo, Sensor Tower), company filings and investor materials (Nintendo, Sony Interactive Entertainment, Roblox, Microsoft, Take-Two) and the GDC industry survey. Each quote was checked against the source page on the date shown. Definitions differ: the ESA surveys Americans aged 5 to 90, Video Games Europe covers ages 6 to 75 in 16 markets, Newzoo player and revenue figures are model estimates, and company unit numbers are sell-in shipments on April to March fiscal years. Euro, pound and yen figures are not converted. The GDC survey is self-selected and the Pew teen figures date from 2023.

How we verify figures

How to cite

Statlyst. (2026, November 4). Video Game Statistics 2026. https://statlyst.com/video-game-statistics

CSV

Sources (20)

  1. 1Circana. Circana Forecasts a Transformative Year for Video Games in 2026
  2. 2Circana. Nearly 1-in-3 U.S. Console and PC Gamers Plan to Buy Grand Theft Auto VI, Setting a New Industry Record, Circana Reports
  3. 3Common Sense Media. The Common Sense Media Census: Tech and Media Use by Tweens and Teens, 2026
  4. 4Entertainment Software Association. 2026 Essential Facts About the U.S. Video Game Industry
  5. 5Entertainment Software Association. 2026 Essential Facts About the U.S. Video Game Industry
  6. 6Entertainment Software Association. 2026 Economic Impact Report
  7. 7Game Developers Conference (GDC). GDC 2026 State of the Game Industry Reveals Impact of Layoffs, Generative AI, and More
  8. 8Microsoft Corporation. Form 10-Q for the quarter ended September 30, 2026
  9. 9Newzoo. 2026 Global games market key numbers
  10. 10Nintendo Co., Ltd.. Consolidated Financial Highlights, fiscal year ended March 31, 2026
  11. 11Nintendo Co., Ltd.. Consolidated Financial Highlights, first quarter of the fiscal year ending March 31, 2027
  12. 12Pew Research Center. Teens and Video Games Today
  13. 13Roblox Corporation. Form 10-Q for the quarter ended September 30, 2026
  14. 14Sensor Tower. State of Gaming 2026
  15. 15Sensor Tower. H1 2026 Digital Gaming Market Index
  16. 16Sony Interactive Entertainment. Business Data & Sales
  17. 17Take-Two Interactive Software. Form 10-Q for the quarter ended June 30, 2026
  18. 18U.S. Bureau of Labor Statistics. American Time Use Survey: 2025 Results
  19. 19Ukie. UK video games market reaches £8.76 billion, growing 7.4% in 2025
  20. 20Video Games Europe. Video games industry Annual Key Facts published today with new markets, new rules and huge ambition

Questions or corrections: editorial@statlyst.com

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