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In 2025, greater than 212 million Americans ages 5 to 90 performed video video games, in keeping with the most recent Entertainment Software Association information.
The ESA’s 2026 Essential Facts in regards to the US Video Game Industry report was carried out by YouGov from February 11 to 25, 2026, surveying 13,545 respondents.
This included 9,932 individuals who play no less than one hour per week and three,613 who play lower than one hour or under no circumstances.
The report discovered the typical age of US gamers is 37, with half of all gamers aged 35 or older. Active gamers are 53% male and 46% feminine.
In the previous yr, 83% of US households used no less than one gaming machine. Players spent 21% of their weekly display screen time on video games, averaging 12 hours weekly.
Mobile was the preferred platform, utilized by 73% of households and 80% of gamers aged 8 or older. Nearly a 3rd of gamers use cell solely.
Mobile gaming stays standard throughout all age teams and is extra widespread amongst feminine gamers. PC and console utilization declines with age and is extra widespread amongst male gamers.
Overall, 52% of gamers use PCs, 44% use consoles, and 10% use VR gadgets.
“The playing experience on console and PC is still very, very meaningful to core gamers,” says ESA president and CEO Stanley Pierre-Louis. “Because of the ability to play with others, to connect and also the experience you can have on these machines, which are just so innovative and technologically powerful.”
75% of fogeys play video video games weekly, and 81% of these report having fun with video games with their kids.
Half of fogeys enable their kids to play video games for ability growth. About 40% accomplish that to encourage social play or as a result of they take pleasure in enjoying collectively.
Parents reported that video games account for 1 / 4 of their kids’s weekly display screen time. Most desire their kids to spend time on video video games reasonably than social media.
In the previous yr, 58% of gamers downloaded a free sport, whereas 43% bought a sport.
Price and gameplay are the highest components when gamers select a sport, adopted by story, style, graphics, and single-player availability.
Most youthful gamers – Alpha (69%), Gen Z (78%), and Millennials (67%) – have bought in-game content material, spending a median of $20 month-to-month.
Among adults surveyed, 85% cited enjoyable, 79% psychological stimulation, and 78% stress aid as advantages of gaming. Younger generations worth video games for bringing individuals collectively (88%) and constructing relationships (87%).
“We’ve seen a shift where all Americans view video games positively”
ESA president and CEO Stanley Pierre-Louis
Most adults agreed that video video games assist develop problem-solving expertise (76%), teamwork and collaboration (67%), adaptability and resilience (58%), STEM expertise (53%), and communication expertise (52%).
“A majority believe that games provide mental stimulation, stress relief, and can be educational,” explains Pierre-Louis. “That was hanging to us as a result of non-gamers have a notion of how they’re considered in society. We’ve seen a shift the place all Americans view video video games positively.
“That’s great in a society where games had such notoriety just 30 and 20 years ago, just to see the shift that’s happened and just shows the impact of games.”
Nearly 90% of gamers who take part in a sport each just about and in actual life say enjoying the sport improves their real-world efficiency.
Pierre-Louis famous that NBA and NFL gamers “heavily play these games” of their downtime.
“There are coaches who discover that gamers are coming to coaching camp, understanding that the playbook’s higher as a result of if you play Madden, there’s an NFL playbook that has totally different sign calls that we do not actually use in on a regular basis life.
“You’ve got kids who are growing up playing with a playbook who become adults, and they play these things, and so they know that there are certain terms of art. That realism actually helps in adaptation for real-life athletes.”
Overall, Pierre-Louis stated that the ESA’s newest examine “demonstrates that games continue to be the most popular and successful form of entertainment that this country – and the world – produces.”
“We want to make sure that our industry is creating the best experience and demonstrating the passion and the artistry in the most powerful way to reach as many people as possible. And for today, that means about two in three Americans and one in three people worldwide. It’s a good start.”
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