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%
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
- 212.3 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.Entertainment Software Association · 2026
- $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.Circana · 2025
- $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.Circana · 2026
- £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.Ukie · 2025
- $213.9 billionNewzoo forecasts global games revenue of $213.9 billion in 2026, up 6.1% year over year.Newzoo · 2026
- 19.86 millionNintendo sold 19.86 million Switch 2 consoles in the fiscal year ended March 31, 2026, the system's first.Nintendo Co., Ltd. · 2026
- 56%56% of US tweens and teens aged 9 to 17 played games on a given day in 2026, for about two hours.Common Sense Media · 2026
- 52%52% of game industry professionals said generative AI is having a negative impact on the industry in 2026, up from 30% a year earlier.Game Developers Conference (GDC) · 2026
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.
| # | Value | Statistic | Source | Year |
|---|---|---|---|---|
| 1 | 212.3 million | More than 212.3 million Americans aged 5 to 90 played video games regularly in 2026, according to the ESA's annual Essential Facts survey.quoteToday, more than 212.3 million Americans play video games regularly | Entertainment Software Association2026 Essential Facts About the U.S. Video Game IndustryJun 2026 | 2026 |
| 2 | 37 | The average US video game player was 37 years old in 2026.quoteThere 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 2026 | 2026 |
| 3 | 199 million | Video Games Europe counted 199 million players across 16 European markets in 2025, 51% of the population aged 6 to 75.quote199 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 2026 | 2025 |
| 4 | 34 | In those 16 European markets, 46% of players were women and the average player was 34 years old in 2025.quote46% 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 2026 | 2025 |
| 5 | 3.7 billion | Newzoo forecasts 3.7 billion video game players worldwide in 2026, up 4.4% from 2025.quoteGlobal players are forecast to reach 3.7 billion in 2026, up 4.4% year on year. | Newzoo2026 Global games market key numbersAug 2026 | 2026 |
| 6 | 37 minutes | People 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.quoteIndividuals 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 2026 | 2025 |
| 7 | 1.5 hours | US 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.quoteIndividuals 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 2026 | 2025 |
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.
table
| Content | $52.3 |
|---|---|
| Hardware | $5.4 |
| Accessories | $2.95 |
| # | Value | Statistic | Source | Year |
|---|---|---|---|---|
| 8 | $60.7 billion | US consumers spent $60.7 billion on video game hardware, content and accessories in 2025, up 1.4% from 2024, according to Circana.quoteAccording 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 2026 | 2025 |
| 9 | $62.8 billion | Circana projects US video game spending to rise 3% to $62.8 billion in 2026, which would pass the 2021 record of $61.7 billion.quoteCircana 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 2026 | 2026 |
| 10 | $52.3 billion | Content, 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 2026 | 2025 |
| 11 | 38% | 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.quoteWhen 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 2026 | 2026 |
| 12 | 27% | 27% of US consumers said they would spend more time on free-to-play games if game costs rose.quoteFurthermore, 27% would spend more time playing free-to-play games. | CircanaCircana Forecasts a Transformative Year for Video Games in 2026Feb 2026 | 2026 |
| 13 | 29% | 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.quoteGrand 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 2026 | 2026 |
| 14 | £8.76 billion | UK consumers spent a record £8.76 billion on video games in 2025, up 7.4% from 2024, according to the trade body Ukie.quoteUkie, 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 2026 | 2025 |
| 15 | £6.03 billion | UK 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.quoteSpending 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 2026 | 2025 |
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.
table
| Mobile | $121 |
|---|---|
| Console | $46.9 |
| PC | $45.9 |
| # | Value | Statistic | Source | Year |
|---|---|---|---|---|
| 16 | $213.9 billion | Newzoo forecasts global games revenue of $213.9 billion in 2026, up 6.1% year over year.quoteThe 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 2026 | 2026 |
| 17 | $121.1 billion | Mobile is forecast to generate $121.1 billion of global games revenue in 2026, the largest platform, according to Newzoo.quoteMobile 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 2026 | 2026 |
| 18 | 52% | China and the US are expected to account for 52% of global consumer spending on games in 2026.quoteWhile, 52% of all consumer spending on games in 2026 is expected to come from China and the US. | Newzoo2026 Global games market key numbersAug 2026 | 2026 |
| 19 | 52 billion | Games were downloaded 52 billion times worldwide in 2025, mostly on mobile devices, according to Sensor Tower.quoteGames were downloaded 52 billion times in 2025, with the vast majority of those downloads coming from mobile devices. | Sensor TowerState of Gaming 20262026 | 2025 |
| 20 | $39.8B | Worldwide mobile game in-app purchase revenue was $39.8 billion in the first half of 2026, down from $40.6 billion a year earlier.quoteMobile 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 Index2026 | 2026 |
| 21 | €29.7 billion | Video game revenue in 16 European markets was €29.7 billion in 2025, 91% of it digital.quoteRevenue 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 2026 | 2025 |
| 22 | 138 million | Roblox averaged 138 million daily active users in the third quarter of 2026, of whom about 1.8 million were daily paying users.quoteFor 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 2026 | 2026 |
| 23 | 470 million | Take-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.quoteGrand 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 2026 | 2026 |
| 24 | $129 million | Microsoft's Xbox revenue fell $129 million, or 2%, year over year in the quarter ended September 30, 2026.quoteXBOX 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 2026 | 2026 |
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).
table
| FY2020 | 7.8 |
|---|---|
| FY2021 | 11.5 |
| FY2022 | 19.1 |
| FY2023 | 20.8 |
| FY2024 | 18.5 |
| FY2025 | 16 |
| # | Value | Statistic | Source | Year |
|---|---|---|---|---|
| 25 | 19.86 million | Nintendo sold 19.86 million Switch 2 consoles in the fiscal year ended March 31, 2026, the system's first.quoteThe 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 2026 | 2026 |
| 26 | 14.70 million | Mario Kart World sold 14.70 million units in the fiscal year ended March 2026, including bundles.quoteLooking 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 2026 | 2026 |
| 27 | 3.82 million | Nintendo sold another 3.82 million Switch 2 consoles from April to June 2026.quoteNintendo 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 2026 | 2026 |
| 28 | 132.7 billion yen | Nintendo's digital sales reached 132.7 billion yen from April to June 2026, up 90.0% year on year.quoteTurning 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 2026 | 2026 |
| 29 | 95 million | Sony reports cumulative PlayStation 5 sell-in of more than 95 million units worldwide as of June 30, 2026.quotePlayStation 5 More than 95 million (As of June 30, 2026) | Sony Interactive EntertainmentBusiness Data & Sales2026 | 2026 |
| 30 | 14% | Microsoft's Xbox hardware revenue fell 14% in the quarter ended September 30, 2026, on lower console volumes.quoteXBOX hardware revenue declined 14% driven by lower volume of consoles sold. | Microsoft CorporationForm 10-Q for the quarter ended September 30, 2026Oct 2026 | 2026 |
| 31 | 12,000 | PC 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.quotePC/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 Index2026 | 2026 |
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.
| # | Value | Statistic | Source | Year |
|---|---|---|---|---|
| 32 | 85% | 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.quote85% 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 2024 | 2023 |
| 33 | 41% | 41% of US teens who play video games told Pew Research Center in 2023 that gaming has hurt their sleep.quoteOver 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 2024 | 2023 |
| 34 | 56% | 56% of US tweens and teens aged 9 to 17 played games on a given day in 2026, for about two hours.quoteOverall, 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 2026 | 2026 |
| 35 | 62% | 62% of US tweens and teens had their own gaming console in 2026, second only to cellphones at 71%.quotePersonal 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 2026 | 2026 |
| 36 | 29% | 29% of US teens who game played with people they met through games in 2026, compared with 20% of tweens.quoteteens 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 2026 | 2026 |
| 37 | 81% | Three-quarters of US parents play video games, and 81% of those parents play with their children (2026).quoteThree-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 2026 | 2026 |
| 38 | 73% | 73% of US parents would prefer their children spend time playing video games rather than on social media (2026).quote73% 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 2026 | 2026 |
| 39 | 90% | 90% of the 6,761 ESRB age ratings assigned in 2025 were E, E10+ or T.quoteIn 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 2026 | 2025 |
| 40 | 93% | 93% of European parents whose children play video games monitor their in-game purchases (2025).quote93% 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 2026 | 2025 |
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.
table
| 2024 | 18% |
|---|---|
| 2025 | 30% |
| 2026 | 52% |
| # | Value | Statistic | Source | Year |
|---|---|---|---|---|
| 41 | 250,000 | The 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.quoteThe 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 Report2026 | 2025 |
| 42 | $65 billion | The US video game industry contributed more than $65 billion to US GDP in 2025.quoteAdditionally, the industry contributed more than $65 billion to the U.S. GDP in 2025. | Entertainment Software Association2026 Economic Impact Report2026 | 2025 |
| 43 | 44% | California is home to more than 36,000 video game industry jobs, 44% of US industry employment.quoteCalifornia is home to over 36,000 jobs, accounting for 44% of industry employment. | Entertainment Software Association2026 Economic Impact Report2026 | 2025 |
| 44 | 17% | Remote and fully remote workers held 14,461 US video game industry jobs in 2025, 17% of the total.quoteIn 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 Report2026 | 2025 |
| 45 | 123,000 | 123,000 people were employed in the video game industry across the EU and the UK in 2025, 24% of them women.quote123,000 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 2026 | 2025 |
| 46 | 28% | 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.quoteOver 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 2026 | 2026 |
| 47 | 74% | 74% of game development students surveyed by GDC in 2026 were concerned about their future job prospects.quoteThree-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 2026 | 2026 |
| 48 | 36% | 36% of game industry professionals used generative AI tools as part of their job in 2026.quoteSurvey 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 2026 | 2026 |
| 49 | 52% | 52% of game industry professionals said generative AI is having a negative impact on the industry in 2026, up from 30% a year earlier.quoteAccording 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 2026 | 2026 |
| 50 | 42% | 42% of developers in GDC's 2026 survey used Unreal Engine as their primary engine, ahead of Unity at 30%.quote42% 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 2026 | 2026 |
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 to cite
Statlyst. (2026, November 4). Video Game Statistics 2026. https://statlyst.com/video-game-statistics
Sources (20)
- 1Circana. Circana Forecasts a Transformative Year for Video Games in 2026
- 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
- 3Common Sense Media. The Common Sense Media Census: Tech and Media Use by Tweens and Teens, 2026
- 4Entertainment Software Association. 2026 Essential Facts About the U.S. Video Game Industry
- 5Entertainment Software Association. 2026 Essential Facts About the U.S. Video Game Industry
- 6Entertainment Software Association. 2026 Economic Impact Report
- 7Game Developers Conference (GDC). GDC 2026 State of the Game Industry Reveals Impact of Layoffs, Generative AI, and More
- 8Microsoft Corporation. Form 10-Q for the quarter ended September 30, 2026
- 9Newzoo. 2026 Global games market key numbers
- 10Nintendo Co., Ltd.. Consolidated Financial Highlights, fiscal year ended March 31, 2026
- 11Nintendo Co., Ltd.. Consolidated Financial Highlights, first quarter of the fiscal year ending March 31, 2027
- 12Pew Research Center. Teens and Video Games Today
- 13Roblox Corporation. Form 10-Q for the quarter ended September 30, 2026
- 14Sensor Tower. State of Gaming 2026
- 15Sensor Tower. H1 2026 Digital Gaming Market Index
- 16Sony Interactive Entertainment. Business Data & Sales
- 17Take-Two Interactive Software. Form 10-Q for the quarter ended June 30, 2026
- 18U.S. Bureau of Labor Statistics. American Time Use Survey: 2025 Results
- 19Ukie. UK video games market reaches £8.76 billion, growing 7.4% in 2025
- 20Video Games Europe. Video games industry Annual Key Facts published today with new markets, new rules and huge ambition
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