{"id":3224,"date":"2021-04-05T11:05:59","date_gmt":"2021-04-05T11:05:59","guid":{"rendered":"https:\/\/techpricecrunch.com\/?post_type=blog&p=3224"},"modified":"2024-02-15T05:34:25","modified_gmt":"2024-02-15T05:34:25","slug":"video-game-statistics","status":"publish","type":"blog","link":"https:\/\/techpricecrunch.com\/blog\/video-game-statistics\/","title":{"rendered":"55 Fascinating Video Game Statistics Showcasing the State of the Industry"},"content":{"rendered":"
The story of gaming began in the early 1950s when some of the best computer scientists started creating games and simulations to rest from their research tasks. They did it for fun, but 70 years later, we\u2019re looking at an enormous market and an essential part of people\u2019s lifestyle.<\/p>\n
In this video game statistics overview, you\u2019ll learn more about the people who play them and find out everything about current and upcoming trends in the industry. You\u2019ll also read about the not-so-fun aspects of gaming, including addiction and real-life effects of video game violence.<\/p>\n
(The Wrap)<\/p>\n
This number applies to console, PC, and mobile games combined. According to market researcher Newzoo, this is a 20% increase compared to 2020. The number exceeds Newzoo\u2019s previous forecast by a staggering $15.6 billion, and a lot of it was driven by the COVID-19 pandemic and extended lockdown periods. With close to 3.1 billion gamers worldwide, the current video game trends suggest that the industry revenue could reach $217.9 billion by 2023.<\/p>\n
(USA Today)<\/p>\n
The nationwide spending on games increased by a whopping 27% year-over-year. Again, this mostly had to do with the pandemic and the lockdowns, but also holiday shopping. During the December shopping season, Americans spent $7.7 billion on games, consoles, and other accessories \u2014 up 25% from the 2019 holiday season. The sales of consoles were also up, raking in a total of $1.35 billion in the first 11 months of the year, a 38% increase from last year.<\/p>\n
(Statista)<\/p>\n
The global spending on mobile games increased by 18%, while the spending on console games and related hardware grew by 16% in 2020. Handheld devices were up by 12% compared to 2019. Despite the growing popularity of mobile and streaming games, PC games aren\u2019t going anywhere \u2014 the spending on computer games in 2020 went up by 13% year-over-year.<\/p>\n
(Sensor Tower)<\/p>\n
In the final quarter of the year, iOS and Android users worldwide downloaded an impressive 13.59 billion games, video game statistics show. For comparison, all other apps across different categories accumulated a total of just 7.8 billion downloads<\/a> during that same period.<\/p>\n (Statista)<\/p>\n According to a 2016 survey \u2014 the most recent one as of this writing \u2014 64% of mobile gamers make at least one in-game purchase. Interestingly, many of them are children. In 2020, 15% of parents said their kids spend between $50 and $100 a month on mobile in-game purchases.<\/p>\n (IGN)<\/p>\n Research from mid-2020 reveals that 3.1 billion people worldwide play video games. Most of them are from the Asia-Pacific region (1.42 billion), with Europe in second place (668 million). Latin America placed third with 383 million gamers, while North America has about 261 million.<\/p>\n (IGN)<\/p>\n Video game purchase statistics show that nearly 1.5 billion gamers worldwide still play PC games. However, many of them also play games on other platforms, especially mobile. Only about 8% of all gamers (248 million) say they play PC games exclusively.<\/p>\n (IGN)<\/p>\n The Asia-Pacific region has the highest percentage of mobile-only gamers, far ahead of Europe (17% of mobile-only players) and Latin America (11%). In North America, just 7% of gamers say they only play games on their phones, putting it in joint fourth place with Sub-Saharan Africa.<\/p>\n (The Entertainment Software Association)<\/p>\n The percentage of gamers in America who prefer playing games on their smartphones is in line with the global average. In a 2020 survey, another 52% of gamers said they also play games on their consoles, while 49% said they still use their computer<\/a> for gaming.<\/p>\n (The Entertainment Software Association)<\/p>\n When asked about the gaming devices they own, 73% of American gamers said they have a gaming console, and 43% said they have a handheld device. VR gaming tools are also very popular, with 29% owning a standalone and 25% a mobile-compatible VR device.<\/p>\n (Statista)<\/p>\n Action games \u2014 including platform and fighting games \u2014 were the most popular among US gamers in 2020. They were followed by adventure and strategy games in a joint second place, with 38% of US gamers citing them among their favorite genres. The rest of the top five included casual games (36%), adventure and shooter games (32% each), and role-playing games (25%).<\/p>\n There wasn\u2019t much difference among gamers from other countries \u2014 in 2020, action was by far the most popular video game genre, statistics show. The only exceptions were Germany and Austria, where most gamers (37% and 45%, respectively) said strategy was their favorite genre.<\/p>\n (Twinfinite)<\/p>\n With 12.3 million players tuning in to see Travis Scott\u2019s single Astronomical <\/i>debut in April, Fortnite<\/i> was the most popular game in 2020 by a wide margin. The second-placed Crossfire <\/i>and League of Legends <\/i>each had 8 million peak concurrent players, while Apex Legends <\/i>ranked third with 2 million. Minecraft <\/i>would likely rank in the top three, but the latest available information is from 2015, when this super-popular game had 1.4 million concurrent players.<\/p>\n (Statista)<\/p>\n In the first 11 months of the year, this game reached a peak of 665,530 concurrent players, placing it far ahead of DOTA 2<\/i> with 412,280. Other highly ranked titles include PlayerUnknown\u2019s Battlegrounds <\/i>(190,470), Destiny 2<\/i> (93,840), and Among Us <\/i>(90,270 peak concurrent players).<\/p>\n (Sensor Tower, Apple)<\/p>\n With 166 million downloads in Q4 of 2020 alone, Among Us <\/i>was the most-downloaded mobile game on both iOS and Android. According to mobile gaming stats, Garena Free Fire <\/i>was the second most-downloaded game of the year on the Play Store. On the App Store, Genshin Impact <\/i>ranked second in 2020 and was named iPhone Game of the Year by Apple.<\/p>\n (Statista)<\/p>\n According to video game console stats, Sony PlayStation 2 was the world\u2019s best-selling console, with 157.68 million units sold as of September 2020. The US and Europe accounted for more than 30% of the console\u2019s total sales. Nintendo DS ranked second with 154.9 million. Other top-sellers included Game Boy (118.69 million) and Sony PlayStation 4 (113.16 million).<\/p>\n <\/p>\n (MarketWatch)<\/p>\n With movie theaters worldwide shut down due to the pandemic, the global movie industry finished the year with just over $70 billion in revenue. For the same reason, the North American sports industry made only around $75 billion in 2020. With close to $175 billion in revenue, the video game industry became the highest-grossing entertainment branch worldwide in 2020.<\/p>\n (PR Newswire)<\/p>\n The Chinese multimedia company\u2019s revenue saw a 29% increase year-over-year. And while Tencent has the highest revenue of all publishers, not all of it comes from games. The company also produces media content and owns popular social apps, which account for a large portion of its profits. In all, the company earned $6.02 million from mobile and $6.39 from online games.<\/p>\n (TweakTown)<\/p>\n According to video game statistics from 2019, Sony was the undisputed leader with $18.2 million in gaming revenue alone. Tencent ended up second with $16.2 million generated from its mobile and online games. Other top-earners for the year included Nintendo ($12 million), Microsoft\u2019s Xbox ($10.3 million), and NetEase ($6.7 million).<\/p>\n (Statista)<\/p>\n Video game market statistics show that the US gaming industry generated $36.87 billion in revenue in 2019. After dominating the market in 2018, China fell to second place in 2019 with $36.54 billion, while Japan was in a distant third with $18.95 billion. Interestingly, five of the ten top-grossing gaming markets were in Europe \u2014 Germany ($6.05 billion), the UK ($5.62 billion), France ($4.09 billion), Spain ($2.74 billion), and Italy ($2.69 billion).<\/p>\n (Statista)<\/p>\n With $84.3 billion in revenue, the Asia-Pacific region continued its six-year streak as the world\u2019s highest-grossing gaming region. The US is second with $44.7 billion, while Europe ranked third with $32.9 billion. All markets are up year-over-year, Asia-Pacific leading the gains with 16.8%.<\/p>\n (Statista)<\/p>\n Globally, F2P digital games generated a combined $87.1 billion in revenue in 2019. With $64.4 billion in revenue, mobile games accounted for almost 74% of that number. Free PC games brought in $21.1 billion, while F2P console games were responsible for $1.6 billion.<\/p>\n (Statista)<\/p>\n Of that number, mobile games were responsible for $13.2 billion, PC games for $3.1 billion, and consoles for about $400 million. As you can see, the revenue distribution is in line with global F2P gaming trends. Most of the revenue came from in-game purchases that unlock new levels and give users access to tools and other accessories they can\u2019t use without paying for them.<\/p>\n (SuperData)<\/p>\n The multiplayer online battle arena (MOBA) game generated $2.45 billion in revenue, which earned it the top place among all F2P games and helped it kick Fortnite <\/i>outside of the top 10 for the first time in years. Coming in second is Peacekeeper Elite<\/i>, also from Tencent, with $2.32 billion. According to video game industry stats, other top-grossing F2P titles include Roblox <\/i>($2.29 billion), Garena Free Fire <\/i>($2.13 billion), and Pok\u00e9mon GO <\/i>($1.92 billion).<\/p>\n (SuperData)<\/p>\n This shooter game from Activision Blizzard generated $1.91 billion in 2020, putting it far ahead of the second-placed FIFA 2020<\/i>, which earned $1.08 billion. No other premium game crossed the billion-mark, video game industry market statistics show. The rest of the top five includes Grand Theft Auto V <\/i>($911 million), NBA 2K21 <\/i>($889 million), and NBA 2K20 <\/i>($771 million).<\/p>\n (Statista)<\/p>\n Digital games have experienced uninterrupted growth over the last decade, but the increase will speed up in the next few years. Having reached $25.4 billion in 2020, this segment\u2019s market revenue is projected to go up to $34.4 billion by 2022 \u2014 a 35.4% rise. After years of decline, PC games will also see a small increase, from $11.8 billion in 2020 to $13 billion in 2022.<\/p>\n (Statista, PC Gamer)<\/p>\n In a 2016 global survey on video game piracy, the latest one conducted as of this writing, 35.8% of gamers admitted to pirating PC games. Unsurprisingly, the number of pirates is the highest among younger age groups, with 46% of gamers under 10, 39% of those aged 11\u201315, and 42% in the 16\u201320 bracket all saying they pirate video games. Their reasons varied from refusal to pay and low income to a game\u2019s unavailability in their country and their dislike for the publisher.<\/p>\n (Game Rant)<\/p>\n Video game statistics from 2020 show these two titles have been pirated about 5.4 million times each, losing their publishers hundreds of millions of dollars in sales. The list of the most-pirated games also includes Battlefield: Bad Company 2<\/i> (3.98 million illegal copies) and two titles from the Call of Duty <\/i>franchise \u2014 Black Ops <\/i>(4.2 million) and Modern Warfare 2<\/i> (4.1 million).<\/p>\n (PC Gamer, Consumerist)<\/p>\n Another 21.6% say piracy is wrong, but they do it anyway, while just 34.8% of gamers believe it is outright wrong to pirate. Interestingly, 22.7% say it depends on the game\u2019s publisher. One of the best-known gaming facts is that gamers dislike some video game companies for various reasons. On that note, it\u2019s worth mentioning that Electronic Arts (EA), one of the world\u2019s leading video game publishers, was voted the Worst Company in America twice, in 2012 and 2013.<\/p>\n (PC Gamer)<\/p>\n These gamers primarily pirate games for demo purposes \u2014 if they like one, they\u2019ll purchase it, which happens in more than 50% of the cases. Another 33.3% of pirates say they rarely buy games they illegally download, 11.4% never do it, and 7.5% always buy the games they pirate.<\/p>\n (Ars Technica)<\/p>\n A European Commission report found that video game piracy might increase legal sales by up to 24%. This is the direct result of the publishers\u2019 successful tactics to convert unpaying to paying users. Some of these strategies include in-game purchases, additional levels, and other enticing bonuses available only to those who pay to play the game.<\/p>\n (Statista)<\/p>\n Spain currently ranks among the top 10 gaming markets globally, but its revenue has taken a severe hit due to piracy. Local gaming industry statistics reveal that illegal downloads have resulted in a financial loss of \u20ac203 million (about $247 million) in 2019. Of this sum, physical sales profits suffered a \u20ac54 million loss, while digital sales were hit by a \u20ac149 million loss.<\/p>\n <\/p>\n (Statista)<\/p>\n Most female gamers (32.6%) are aged 21\u201335, followed closely by the 36\u201350 group (28.3%). The age distribution is similar among male gamers \u2014 37% are aged 21\u201335, and 27.8% fall into the 36\u201350 age bracket. As for young gamers aged 10\u201320, 54.5% are male and 45.5% female.<\/p>\n (BBC)<\/p>\n The region with the largest gaming industry is also leading the video game market growth in the female demographic. According to a 2020 report, about 539.6 million (38%) of the 1.33 billion gamers in the Asia-Pacific region are women. As for individual markets, 45% of Chinese gamers are women, while Japan and South Korea both have 40% of female gamers, statistics show.<\/p>\n (The Entertainment Software Association)<\/p>\n In 2020, 59% of gamers nationwide were male, while 41% were female. The percentage of female gamers is down from 2019 when women made up 45% of gamers across all age groups, US video game gender statistics reveal. With 214.4 million gamers across the country in 2020, this means that 87.9 million women in the US regularly play video games.<\/p>\n (TechCrunch)<\/p>\n According to recent gaming statistics, 51% of mobile gamers worldwide are women. Reports from earlier years had the percentage of female gamers even higher (up to 63%), indicating that male mobile gamers have caught up in the last few years. Interestingly, most mobile gamers are in the 36\u201350 age bracket, defying the stereotypical image of a millennial\/Gen-Z mobile gamer.<\/p>\n (Gamify)<\/p>\n Video game genre statistics by gender show that 96% of tactical and 90% of first-person shooter gamers are male. Sports gamers are also predominantly male \u2014 only 8% of players are female. Males are prevalent in most other genres, but female gamers dominate the match-3 and family and farming simulation categories. In both these genres, they make up 69% of all players.<\/p>\n (The Entertainment Software Association)<\/p>\n Video game users statistics reveal that 38% of US gamers fall into the 18\u201334 age group. The second most represented group is 35\u201354, which makes up 26% of all gamers nationwide. Another 9% of US gamers are aged 55\u201364, and 6% are 65 or over. It\u2019s also interesting to note that more than one-fifth of US gamers \u2014 21% \u2014 are under the age of 18.<\/p>\n (CNET, ScienceDaily)<\/p>\n In-depth video game statistics on children aren\u2019t available, but a 2011 study \u2014 the most recent one conducted on such a large scale \u2014 found that 91% of kids between the ages of 2 and 17 play video games. More recent research reveals that 86% of parents with teenage kids claim their children spend too much time gaming. At the same time, 78% of these parents don\u2019t think their kids spend more time playing video games than their peers.<\/p>\n (The Entertainment Software Association)<\/p>\n According to a 2019 industry report, US male gamers\u2019 average age is 32, whereas it\u2019s 34 for female gamers. Regardless of their gender, the average gamer has played different types of video games with some regularity for about 14 years.<\/p>\n (The Entertainment Software Association)<\/p>\n A deeper dive into statistics of US video game players reveals that 37% of them identify as Democrats and 33% as Republicans. Another 18% identify as Independents, while the remaining 12% either identify differently or don\u2019t have any political affiliation.<\/p>\n (The Entertainment Software Association)<\/p>\n According to a 2019 video game facts and statistics report, 63% of gamers will usually buy games with interesting graphics. For 57% of gamers, the game\u2019s premise is an important factor when deciding whether to buy it. Interestingly, 46% of gamers said they\u2019d buy the latest installment in a series they like, which explains the lasting popularity of video game franchises.<\/p>\n (The Entertainment Software Association)<\/p>\n The Entertainment Software Rating Board (ESRB) rates video games\u2019 content to help parents monitor their kids\u2019 gaming habits. According to video game statistics, 13% of 4,034 titles released in 2019 earned an M (Mature) rating for violent content. Another 28% were deemed suitable for teens (rated T) and 14% for all players over 10 (E10+ rating).<\/p>\n Almost half of all video games released in 2019 (45%, up 3% from 2018) earned an E rating, meaning they contain no violence and are thus suitable for players of all ages. A year earlier, 9% of new releases earned an M rating, indicating an increase in the number of violent games.<\/p>\n (The Entertainment Software Association)<\/p>\n The other 17% of parents personally check every title to prevent their kids from playing a violent video game, statistics show. In a 2020 US survey, 92% of parents said they pay close attention to the games their kids play. Almost half of them (48%) also said they limit the time their children spend playing video games in an effort to promote a healthier lifestyle.<\/p>\n (Healthline)<\/p>\n For decades, many researchers have claimed that violent video games result in aggressive behavior in children. However, none of the studies conducted so far could find a direct link between video game and real-life violence, statistics show. Experts agree that video games affect children\u2019s thoughts and behavior to some degree, but most say this effect is negligible.<\/p>\n (Association for Psychological Science)<\/p>\n A 2019 study conducted on college men couldn\u2019t find any link between violent games and real-life aggressive behavior. The authors noted that the effect of video game violence during a 15-minute gaming session \u2014 if any \u2014 was impossible to register in the subjects\u2019 behavior.<\/p>\n (World Health Organization)<\/p>\n In 2018, the World Health Organization (WHO) members voted to add gaming disorder to the official list of mental health disorders that require treatment. To be diagnosed with this disorder, gamers must display a lack of control over their gaming habits for 12 consecutive months.<\/p>\n (The Entertainment Software Association)<\/p>\n According to video game usage statistics from a 2020 US survey, gamers spend about 6.6 hours a week playing online games. They spend another 4.3 a week playing with someone else in-person. When asked who they played with, 42% said they do it with friends, 27% with their spouse or partner, and 24% with other family members, kids included. Interestingly, 7% of the participants said they enjoy playing games with their parents.<\/p>\n (Statista)<\/p>\n Video game use statistics from 2019 show that US gamers across all age groups spend no more than 6 hours per week playing mobile games. This is true for young people aged 13\u201324, adults aged 25\u201344, and kids aged 2\u201312. Only adults aged 45 and over said they spend 5 hours per week playing mobile games on average.<\/p>\n (The Recovery Village)<\/p>\n On average, only 6% of females report suffering from gaming addiction. While the gender gap was expected based on the general video game player stats, the discrepancy is surprisingly large. It reveals that men are 17 times more susceptible to video game addiction<\/a> than women.<\/p>\n (The Recovery Village)<\/p>\n There are several possible reasons for this fact. Young men are naturally more competitive, and video games give them a perfect platform to showcase this type of behavior. This is also the age at which young men leave high school and college and are trying to find their place in the adult world. During this emotionally sensitive time, many of them seek solace in video games.<\/p>\n (ScienceDaily)<\/p>\n According to statistics on video game addiction from a recently published six-year study, 90% of adolescent participants showed no addiction signs during the research. Those that did also demonstrated higher levels of depression, anxiety, and aggression. The study\u2019s authors noted that most gamers in the at-risk group were males with previously displayed antisocial behavior.<\/p>\n (Statista)<\/p>\n This marked a 2.25% growth from 2019 when the industry had 235,962 employees. Looking at the employment rates over the last decade, the industry had seen a growth of about 48.5% since 2010 when it employed just 124,403 people. The increase was mostly uninterrupted all through the previous decade, and it\u2019s expected to continue at similar rates in the coming years.<\/p>\n (IBISWorld)<\/p>\n According to video game industry growth statistics, the US gaming industry should have close to 261,906 employees in 2021, marking an increase of 8.5% year-over-year. This would position it as the 133rd largest US industry overall and 6th largest in the IT sector based on employment.<\/p>\n (PR Newswire)<\/p>\n Of this number, about 57,000 work directly in the industry, while the rest work as suppliers and in other supported jobs. Washington is in second place with 48,808, and Texas is third with 24,972 employees, video games industry statistics show. As stated, these numbers include both those working directly for a gaming company (e.g., developers, animators, and designers) and those in positions supported by the industry (e.g., supply, retail, and distribution).<\/p>\n (Zippia)<\/p>\n Based on the number of available jobs, average salary, and cost of living, New Jersey ranks as the best state for video game designers. The top five also includes Utah, Iowa, Alaska, and California. Based on these same factors, Delaware, Hawaii, and Michigan rank the lowest.<\/p>\n <\/p>\n Many industries have had a rough year due to the COVID-19 pandemic, but gaming wasn\u2019t one of them. As this overview has shown, 2020 was one of the strongest years in gaming history \u2014 and projections show the industry will continue to grow in the coming period.<\/p>\n These stats show that people worldwide love playing games, parents closely monitor their kids\u2019 gameplay, and the industry employs hundreds of thousands of people. Although no one should take video game addiction lightly, stats show that most US gamers aren\u2019t at risk. And even though many believe video game violence can result in real-life violence and aggression, no studies have been able to prove this negative effect \u2014 in children or adults.<\/p>\n Research shows that about 3.1 billion people around the globe play video games. This number accounts for almost 39% of the total global population. Most of these gamers play games on their phones<\/a>, so it\u2019s no surprise that mobile is the fastest-growing gaming market segment.<\/p>\n As stated, 3.1 billion people in the world play video games. Almost half of them (1.42 billion) are in Asia-Pacific, which is currently the largest market both in terms of size and revenue. Looking at video game statistics worldwide, Europe has about 668 million game players, Latin America has 383 million, and North America has close to 261 million. Not all of these people would describe themselves as gamers \u2014 many of them play games occasionally rather than regularly.<\/p>\n The exact number of gamers \u2014 people who play video games every week or even every day \u2014 is unknown. However, we know that 3.1 billion people worldwide say they play video games. We also know that women account for 46% of this number, while men account for 54%.<\/p>\n Out of approximately 261 million gamers in North America, 214.4 million live in the United States<\/a>. The gender distribution is similar to the global gaming community \u2014 women account for 41% of all gamers in the US, while 59% are men. Further video game statistics in America reveal that the 87.9 million female US gamers most often play games in the match-3 and family and farming simulation genres. In contrast, male gamers mostly play shooter and sports games.<\/p>\n Most gamers worldwide fall into the 21\u201335 age bracket, followed closely by the 36\u201350 age group. Globally, most mobile gamers are aged between 36 and 50. Most American gamers (38%) fall into the 18\u201334 age group, US video game statistics show. Gamers aged 35\u201354 represent 26% of the country\u2019s gaming population, while 21% of US gamers are under 18. On average, US gamers are 33 years old \u2014 female gamers are 34, and male gamers are 32.<\/p>\n Fortnite <\/i>was the most popular game in 2020, with 12.3 million peak concurrent players. The most popular mobile game on both iOS and Android was Among Us<\/i>, while the most-played game on Steam was Counter-Strike: Global Offensive<\/i>. As for video games sales statistics in 2020, Tencent\u2019s Honour of Knight <\/i>was the top-grosser in the F2P category, with $2.45 billion in revenue. With $1.91 billion, Call of Duty: Modern Warfare <\/i>was the top-grossing premium game.<\/p>\n Mental health experts have opposing views on this subject, but none of the studies conducted thus far could prove a direct link between video game violence and real-life aggression. This applies to both children and adults. Most experts agree that video games may affect players\u2019 thoughts and behavior to some degree, but based on research, that effect is insignificant.<\/p>\n Some sources estimate there are currently close to 1.2 million games across all platforms. That\u2019s not counting all the titles designed for consoles and other devices that are discontinued or no longer in use. If we look at the number of games assigned ratings by the ESRB, we can see there were 4,034 new console games in 2019 and 2,768 in 2018.<\/p>\n Based on revenue alone, the gaming industry is currently among the leading entertainment branches globally. In 2020, its revenue surpassed that of movies and US major league sports combined. We can also assess the global video game industry size based on the number of gamers worldwide. In that respect, it is one of the most successful industries, with about 39% of the global population playing games either occasionally or regularly.<\/p>\n Gamers worldwide spent $174.9 billion on video games and consoles in 2020. US gamers account for $56.9 billion of the total sum, marking a 27% year-over-year increase in game spending. According to projections, the industry revenue should reach $217.9 billion by 2023.<\/p>\n Whether you look at the gaming industry\u2019s revenue or the number of gamers worldwide, it\u2019s undeniable that video games are very popular. In the US, gamers spend about 11 hours per week playing console and PC games and another 6 hours playing mobile games. If we assume an average gamer uses all these platforms, it means they spend up to 3 hours a day playing.<\/p>\n The research on kids\u2019 gameplay habits is scarce, but a 2011 large-scale study found that 91% of children aged 2\u201317 play video games with some regularity. Additionally, a 2020 report claims that 21% of all US gamers are under 18. According to the video game statistics from that report, more than 45 million kids and teenagers in the US alone play video games.<\/p>\n Sources:<\/p>\n The story of gaming began in the early 1950s when some of the best computer scientists started creating games and simulations to rest from their research tasks. They did it for fun, but 70 years later, we\u2019re looking at an enormous market and an essential part of people\u2019s lifestyle. In this video game statistics overview, […]<\/p>\n","protected":false},"author":1,"featured_media":3225,"comment_status":"closed","ping_status":"closed","template":"","meta":[],"blog_tag":[],"blog_category":[],"yoast_head":"\n5. More than 60% of freemium mobile gamers make at least one in-game purchase.<\/b><\/h4>\n
6. Almost 39% of the global population plays games, <\/b>video game stats<\/b> reveal.<\/b><\/h4>\n
7. In 2020, 48% of gamers worldwide played PC games.<\/b><\/h4>\n
8. 53% of Asian gamers only play mobile games.<\/b><\/h4>\n
9. 61% of US gamers also prefer playing mobile games.<\/b><\/h4>\n
10. Nearly 3 in 4 US gamers owned a gaming console in 2020.<\/b><\/h4>\n
Video Game Popularity Statistics<\/h3>\n
11. 41% of US gamers say action is their favorite video game genre.<\/b><\/h4>\n
12. <\/b>Fortnite<\/i><\/b> was the most popular video game in 2020.<\/b><\/h4>\n
13. According to Steam\u2019s 2020 <\/b>video game player statistics<\/b>, <\/b>Counter-Strike: Global Offensive<\/i><\/b> was the most popular title on the platform.<\/b><\/h4>\n
14. <\/b>Among Us<\/i><\/b> was the world\u2019s most popular mobile game in 2020.<\/b><\/h4>\n
15. Sony PlayStation 2 was the best-selling gaming console in 2020.<\/b><\/h4>\n
Video Game Revenue Statistics<\/h3>\n
16. In 2020, the gaming industry made more than movies and US sports combined.<\/b><\/h4>\n
17. Tencent is the global leader with $18.42 million in revenue in Q3 of 2020.<\/b><\/h4>\n
18. With $18.2 million in gaming revenue alone, Sony was the top-earner in 2019.<\/b><\/h4>\n
19. The US narrowly beat China to become the top-grossing gaming market in 2019.<\/b><\/h4>\n
20. The Asia-Pacific region held the highest <\/b>video game market share<\/b> in 2020.<\/b><\/h4>\n
21. 80% of digital gaming revenue in 2019 came from free-to-play (F2P) games.<\/b><\/h4>\n
22. According to 2020 <\/b>video game purchases statistics<\/b>, F2P games earned $16.2 billion in the US.<\/b><\/h4>\n
23. Tencent\u2019s <\/b>Honour of Knight <\/i><\/b>was the top-grossing F2P game in 2020.<\/b><\/h4>\n
24. <\/b>Call of Duty: Modern Warfare<\/i><\/b> was the top-grossing premium game in 2020.<\/b><\/h4>\n
25. The global digital gaming market will be worth $34.4 billion by 2022.<\/b><\/h4>\n
Video Game Piracy Statistics<\/h3>\n
26. 35.8% of gamers worldwide admit to pirating PC games.<\/b><\/h4>\n
27. <\/b>Pok\u00e9mon Diamond and Pearl<\/i><\/b> and <\/b>Dissidia Final Fantasy<\/i><\/b> are the two most-pirated games ever.<\/b><\/h4>\n
28. 19.5% of gamers find nothing wrong with pirating games.<\/b><\/h4>\n
29. 47.9% of gamers end up buying a game they pirated at least half of the time.<\/b><\/h4>\n
30. European Commission\u2019s <\/b>video game sales stats<\/b> indicate that piracy may actually help boost sales.<\/b><\/h4>\n
31. The Spanish gaming industry loses close to $250 million each year due to piracy.<\/b><\/h4>\n
Video Game Demographics<\/h3>\n
32. 46% of gamers worldwide are women.<\/b><\/h4>\n
33. The number of female gamers in Asia-Pacific is rising steadily.<\/b><\/h4>\n
34. Women account for 41% of all US gamers.<\/b><\/h4>\n
35. Female gamers are dominating the mobile market.<\/b><\/h4>\n
36. 93% of shooter game players are male.<\/b><\/h4>\n
37. Most US gamers are aged 18\u201334.<\/b><\/h4>\n
38. Up to 91% of children aged 2\u201317 play video games.<\/b><\/h4>\n
39. The <\/b>average age of<\/b> a US <\/b>video gamer<\/b> is 33.<\/b><\/h4>\n
40. Only 12% of adult US gamers don\u2019t have a political affiliation.<\/b><\/h4>\n
41. For 66% of US gamers, price is the determining factor when buying a game.<\/b><\/h4>\n
Video Game Violence Statistics<\/h3>\n
42. 13% of games released in 2019 received an M rating for violent content.<\/b><\/h4>\n
43. 83% of US parents trust the ESRB ratings.<\/b><\/h4>\n
44. Research on the effects of video game violence in children is inconclusive.<\/b><\/h4>\n
45. There\u2019s no proof that violent games cause aggression in adults, either.<\/b><\/h4>\n
Video Game Addiction Statistics<\/h3>\n
46. WHO has added gaming addiction to its official list of mental health disorders.<\/b><\/h4>\n
47. An average adult US gamer plays games for close to 11 hours a week.<\/b><\/h4>\n
48. Americans of all ages play mobile games for 6 hours a week.<\/b><\/h4>\n
49. Of all addicted gamers, 94% are male.<\/b><\/h4>\n
50. Young men aged 18\u201324 are most likely to suffer from gaming disorder.<\/b><\/h4>\n
51. 10% of adolescent gamers display signs of gaming addiction.<\/b><\/h4>\n
Video Game Industry Employment Statistics<\/h3>\n
52. The US gaming industry directly employed 241,389 people in 2020.<\/b><\/h4>\n
53. The gaming industry employment could rise by up to 8.5% in 2021.<\/b><\/h4>\n
54. California\u2019s gaming industry alone employs more than 218,000 people.<\/b><\/h4>\n
55. New Jersey is the best state for game designers looking for work.<\/b><\/h4>\n
Video Game Facts and Projections: In Conclusion<\/h3>\n
FAQ<\/h4>\n
What percentage of the world plays video games?<\/b><\/h5>\n
How many gamers are there in the world<\/b> in <\/b>2021?<\/b><\/h5>\n
How many video gamers are there?<\/b><\/h5>\n
How many people play video games in the US<\/b>?<\/b><\/h5>\n
What age are most gamers?<\/b><\/h5>\n
What is the #1 video game in the world?<\/b><\/h5>\n
Do video games cause violence<\/b>?<\/b><\/h5>\n
How many video games are there<\/b>?<\/b><\/h5>\n
How big is the video game industry<\/b>?<\/b><\/h5>\n
How much is the video game industry worth<\/b>?<\/b><\/h5>\n
How popular are video games<\/b>?<\/b><\/h5>\n
How many kids play video games<\/b>?<\/b><\/h5>\n
\n