Who performs video video games? New knowledge shatters outdated stereotypes

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If you wish to play video video games, you’re in good firm. 

About 2 in 3 Americans — roughly 205.1 million individuals — establish as avid gamers in the present day, in keeping with the Entertainment Software Association (ESA), which serves because the voice and advocate for the U.S. online game trade. 

While this won’t be too shocking to many, 36 is the typical age of gamers in the present day — contradicting the frequent stereotype of a medium dominated by youngsters, tweens and younger teenagers. 

According to knowledge printed within the ESA’s annual Essential Facts report, 28% of gamers are aged 50 or older.

The explosion in cellular gaming helps “level up” the typical age of in the present day’s gamer. That is, whereas thousands and thousands of Americans recreation on a PC or personal a console — like Nintendo Switch 2, PlayStation 5 or Xbox Series S/X — the smartphone is by far the preferred gaming platform in the U.S., with 54% of Americans selecting cellular as their favourite system for gaming.

After all, about nine-in-ten (91%) Americans personal a smartphone, in keeping with a November 2025 survey commissioned by the Pew Research Center. 

In different phrases, whether or not you’re slaying beasts in a fantasy role-playing recreation in your TV, matching colourful candies in your cellphone or toiling over a each day Wordle puzzle on a pc, a gamer is a gamer.

Just as fascinating, maybe, is the near-equal gender cut up of 52% male and 47% feminine (with 1% of these surveyed selecting to not disclose). 

Bigger than Hollywood?

According to Dentsu and GWI’s State of Gaming Report printed in late 2024, the worldwide gaming trade reached practically $184 billion USD in market worth — far exceeding the mixed income of the movie trade (roughly $34 billion) and music trade (virtually $29 billion). 

Let that sink in. 

Granted, there are a few caveats to contemplate right here, comparable to the truth that online game income contains in-game microtransactions (in-app purchases) and never simply the preliminary sale of the sport, whereas a film launch depends on a one-time ticket buy. Speaking of flicks, this comparability is in opposition to solely the worldwide theatrical field workplace and excludes all income from TV streaming subscriptions, residence video gross sales and DVDs/Blu-ray discs. 

Still, the dimensions and scope of the gaming trade is extremely large — and accelerating. 

Game trade typically ‘overlooked’

Despite its huge dimension, why don’t video video games appear to get the respect and recognition they deserve? Perhaps as a result of it is a lot youthful than different mediums, suggests Stanley Pierre-Louis, President and CEO of the ESA. 

“The growth and impact of the video game industry is often overlooked because of long-term focus by traditional media on older forms of entertainment,” says Pierre-Louis, President and CEO of the ESA. “Sound recordings date back to the 1860s, and films date back to the 1880s, while video games were first developed in the 1950s, and not popularized until the 1970s.” 

What’s extra, Pierre-Louis says early video video games targeted virtually primarily on kids’s and common viewers themes — till the trade matured within the late ‘80s and early ‘90s. “Today, video games explore a variety of themes for a wide range of audiences,” he argues. 

“Video games create unique opportunities for people to connect and have fun together — each of these factors contributes to why video games have surpassed older forms of entertainment in terms of audience, revenue and cultural impact.” 

Chris Morris, a veteran gaming and technology reporter, argues the video game industry is a lot more respected and recognized than some narratives suggest. “That feeling of disrespect seems born from the underdog status the industry has historically had — and I think it’s largely a feeling that’s held by hardcore gamers or console purists.”  

“The explosion in mobile gaming is proof enough that this industry is appreciated and respected by a mainstream audience,” Morris adds. “They might not refer to themselves as ‘gamers,’ however they in all probability do not confer with themselves as ‘cinephiles’ both, even when they take pleasure in films.”  

Industry ‘iicons’ in Sin City

Hosted by the ESA, the inaugural Interactive Innovation Conference (or “iicon,” for brief) just lately wrapped up on the Fontainebleau Resort in Las Vegas.

Held on April 28 and 29, this invitation-only summit was designed for C-suite executives and senior leaders to discover how interactive leisure and online game applied sciences are reworking enterprise, expertise and tradition throughout a number of different industries — together with well being, finance, sports activities, information and training. 

Notable headliners included Electronic Arts CEO Andrew Wilson, Ubisoft CEO Yves Guillemot and Take-Two Interactive CEO Strauss Zelnick.

Take-Two Interactive is the mother or father firm to extremely profitable manufacturers like 2K, 2K Sports, Zynga and the jewel within the crown, Rockstar Games, the writer accountable for probably the most eagerly anticipated online game in years, Grand Theft Auto VI, slated for a November 19 launch.

“Interactive entertainment is America’s pastime,” says Zelnick. “People love interactive entertainment, and the reason we expect the business to continue growing is that people consume for the rest of their lives the entertainment they fell in love with at the age of 17.”

On the strain to carry out with GTA VI — the newest within the multibillion-dollar franchise — Strauss says they know what’s at stake with this launch. “Our job is to make the best interactive entertainment on earth, to make the biggest hits on earth. Rest assured, it will be breathtaking.”

Marc Saltzman is the host of the Tech It Out podcast and is the writer of the guide “Apple Watch For Dummies” (Wiley). 


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