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INDUSTRIES & MARKETS

Video gaming in the United


States
Table of Contents

01 Overview Number of video game users in the U.S. 2017-2025 22


Number of video game users in the U.S. 2017-2025, by segment 23
Video gaming market size worldwide 2020-2025 04
Digital Market Outlook: video gamers in the U.S. 2017-2025 24
Video gaming market size worldwide 2020-2025, by region 05
Digital Market Outlook: video gamers in the U.S. 2017-2025, by segment 25
Games market revenue share worldwide 2022, by region 06
U.S. video gaming audiences 2006-2021, by gender 26
Video game market revenue United States 2017-2025 07
U.S. video gaming audiences 2021, by age group 27
Video game market revenue in Vietnam from 2017 to 2026 08
Video game market revenue growth United States 2018-2025 09
04 Gaming preferences
Revenue growth of video game market in the United States 2018-2025, by segment 10
U.S. top selling video games May 2022 29

02 Spending Reasons for playing video games in the U.S. 2021 30


Favorite video game genres in the U.S. 2021 31
Revenue of the U.S. video game industry 2017-2022 12
U.S. PC gamers' favorite video game genres 2020 32
Monthly revenue of the U.S. video game industry 2017-2022, by segment 13
U.S. console gamers' video game genres 2020 33
Change in consumer spending on video games in the U.S. 2020-2022, by segment 14
U.S. gamers participating in select non-gaming activities within video games 2021 34
U.S. household expenditure on video games 2011-2020, by type 15
Share of gamers skipping daily activities to keep playing in the U.S. 2021 35
Monthly consumer spending on video games in the U.S. 2019-2020 16
Digital video game purchases by store brand in the U.S. 2022 17
05 Time spent
Video game purchases by store brand in the U.S. 2022 18
Gaming service subscription rate among gamers in the U.S. 2021 19 Weekly hours spent playing video games worldwide 2021, by country 37

Subscription rate for leading gaming services among gamers in the U.S. 2021 20 Hours spent on playing video games per week in the U.S. 2022 38
Weekly time spent gaming with others in the U.S. 2020-2021 39

03 Gaming audiences U.S. daily time spent playing games and leisure computer use 2019-2020, by gender 40

1
Table of Contents

U.S. daily time spent playing games and leisure computer use 2019-2020, by age 41 Global online population following gaming influencers 2021 59
Daily time spent playing console games worldwide 2020, by country 42 Video game streaming sites usage in the U.S. 2022 60
Time spent playing binge gaming in selected countries worldwide 2021 43 Most popular live streaming platform in the U.S. 2021 61
Twitch U.S. user share 2021, by age 62
06 Devices Twitch U.S. user share 2021, by gender 63

Video game usage by device in the U.S. 2022 45 Twitch U.S. user share 2021, by education 64

Preferred video game devices in the U.S. 2021 46


Video gaming penetration in the U.S. 2021, by device 47 09 eSports
Buying intention for current and next gen game consoles in the U.S. 2021 48 Global eSports market revenue 2021, by region 66
Leading eSports countries ranked by number of active players 2021 67
07 Mobile gaming Highest earning eSports countries in 2021, by prize winnings 68

Mobile gaming market share worldwide 2014-2022 50 All time highest-winning pro eSports teams worldwide 2021 69

Leading iPhone gaming apps in the U.S. 2022, by downloads 51 Leading eSports teams on social media worldwide 2021, by engagement 70

Leading iPad gaming apps in the U.S. 2022, by downloads 52 Public interest in eSports in the U.S. 2021 71

Leading Android gaming apps in the U.S. 2022, by downloads 53 Public interest in electronic sports in the U.S. 2021, by gender 72

Mobile games revenue growth in the U.S. 2021, by genre 54 Public interest in electronic sports in the U.S. 2021, by age 73

Favorite genres of mobile games played in the U.S. 2021, by gender 55


Reasons for playing mobile games in the U.S. 2021 56
Popular times of day for mobile gaming in the U.S. as of Q2 2021 57

08 Gaming video content

2
CHAPTER 01

Overview
Global video game market value from 2020 to 2025 (in billion U.S. dollars)
Video gaming market size worldwide 2020-2025

300
268.81

250 240.31
Market value in million U.S. dollars

217.06
197.11
200
178.37
155.89
150

100

50

0
2020 2021* 2022* 2023* 2024* 2025*

4 Description: It is estimated that the global gaming market will amount to 268.8 billion U.S. dollars annually in 2025, up from 178 billion U.S. dollars in 2021. North America is set to remain the top-grossing gaming market worldwide despite strong growth in the Asian
region. In-game purchases are estimated to account for the more than 74 million U.S. dollars worldwide in 2025.Read more
Note(s): Worldwide; 2020; per annum; includes video game purchases, games console hardware purchases, in-game purchases, video game subscription revenue, and mobile games ad spending; * ForecastRead more
Source(s): Juniper Research
Global video game market value from 2020 to 2025, by region (in million U.S.
dollars)
Video gaming market size worldwide 2020-2025, by region

North America Latin America West Europe Central & East Europe
Far East & China Indian Subcontinent Rest of Asia Pacific Africa & Middle East
300,000

250,000
Market value in million U.S. dollars

200,000

150,000

100,000

50,000

0
2020 2021* 2022* 2023* 2024* 2025*

5 Description: It is estimated that the North American gaming market will amount to 80.9 billion U.S. dollars annually in 2025, up from 56.8 billion U.S. dollars in 2021. North America is set to remain the top-grossing gaming market worldwide despite strong growth in
the Asian region. In-game purchases are estimated to account for the more than 74 million U.S. dollars worldwide in 2025.Read more
Note(s): Worldwide; 2020; per annum; includes video game purchases, games console hardware purchases, in-game purchases, video game subscription revenue, and mobile games ad spending; * ForecastRead more
Source(s): Juniper Research
Share of games market revenue worldwide in 2022, by region
Games market revenue share worldwide 2022, by region

Middle East & Africa 4%


Latin America 4%

Europe 18%
Asia-Pacific 47%

North America 27%

6 Description: In 2022, the Asia-Pacific region is projected to account for 47 percent of the global games market, ahead of second-ranked North America with 27 percent market share. In total, the worldwide gaming market is set to be worth more than 203 billion U.S.
dollars. Read more
Note(s): Worldwide; 2022
Source(s): Newzoo; Various sources (Techspot.com)
Revenue of the video game market in the United States from 2017 to 2025 (in
million U.S. dollars)
Video game market revenue United States 2017-2025

50,000
45,979
45,000 43,352
40,466
40,000 37,448
Revenue in million U.S. dollars

34,501
35,000
31,879

30,000 27,625
25,933
24,763
25,000

20,000

15,000

10,000

5,000

0
2017 2018 2019 2020 2021 2022 2023 2024 2025

7 Description: In the United States, video games generated approximately 31.9 billion U.S. dollars of revenue in 2020. According to the estimates of the Statista Advertising & Media Outlook, revenue from video games is projected to increase to roughly 46 billion U.S.
dollars by 2025. Read more
Note(s): United States
Source(s): Statista; Statista Advertising & Media Outlook
Revenue of the video game market in Vietnam from 2017 to 2026 (in million
U.S. dollars)
Video game market revenue in Vietnam from 2017 to 2026

Column1 Physically Sold Video Games


6,000
5,229
4,905
5,000
4,554 4,566
Revenue in million U.S. dollars

4,131
3,852
4,000 3,672 3,557 3,499

3,000

2,000

1,000
429 471 516
280 332 382
131 165 231
105
0
2017 2018 2019 2020 2021 2022 2023 2024 2025 2026

8 Description: In 2021, the Vietnamese video games market generated a revenue of around 280 million U.S dollars. This was an increase of around 50 million U.S. dollars compared with 2021 and a 115 million increase since 2019. The Statista Advertising & Media
Outlook estimates that the revenue of the Vietnamese video games market will continue to increase and reach around 516 million U.S. dollars by 2026.Read more
Note(s): Vietnam
Source(s): Statista; Statista Advertising & Media Outlook
Revenue growth of the video game market in the United States from 2018 to
2025
Video game market revenue growth United States 2018-2025

18%

16% 15.4%

14%

12%
Revenue change

10%
8.2% 8.5%
8.1%
8% 7.1%
6.5%
6.1%
6%
4.7%

4%

2%

0%
2018 2019 2020 2021 2022 2023 2024 2025

9 Description: In the United States, video games generated approximately 31.9 billion U.S. dollars of revenue in 2020. This was an increase of 15.4 percent when compared with 2019. The Statista Advertising & Media Outlook estimates 8.2 and 8.5 percent revenue
growth in 2021 and 2022. Read more
Note(s): United States
Source(s): Statista; Statista Advertising & Media Outlook
Revenue growth of the video game market in the United States from 2018 to
2025, by segment
Revenue growth of video game market in the United States 2018-2025, by segment

Digital Video Games Physically Sold Video Games


20% 18.4%

15%
11.2% 10.6%
9.7% 9.5%
10% 7.6% 8.2%
6.7%
Revenue change

5%
0.3%
0% -1.6%
-3.1%
-4.7%
-6.2% -6.7%
-5% -7.2%
-9.5%
-10%

-15%
2018 2019 2020 2021 2022 2023 2024 2025

10 Description: In the United States, video games generated approximately 31.9 billion U.S. dollars of revenue in 2020. While the overall market revenue grew by 15.4 percent, the digital market segment grew by 18.4 percent. 2020 was also the first year in the observed
time that had a positive revenue growth rate in the physical games segment. However, according to the Statista Advertising & Media Outlook, that segment is estimated to continue to decline and in 2021 alone lose around 9.5 percent of [...]Read more
Note(s): United States
Source(s): Statista; Statista Advertising & Media Outlook
CHAPTER 02

Spending
Retail revenue of the video game industry in the United States from January
2017 to April 2022 (in billion U.S. dollars)
Revenue of the U.S. video game industry 2017-2022

9.0

8.0

7.0
Revenue in billion U.S. dollars

6.0

5.0

4.0

3.0

2.0

1.0

0.0
Jan Mar May Jul Sept Nov Jan Mar May Jul Sept Nov Jan Mar May Jul Sept Nov Jan Mar May Jul Sept Nov Jan Mar May Jul Sep Nov Jan Mar
'17 '17 '17 '17 '17 '17 '18 '18 '18 '18 '18 '18 '19 '19 '19 '19 '19 '19 '20 '20 '20 '20 '20 '20 '21 '21 '21 '21 '21 '21 '22 '22

12 Description: In April 2022, the retail gaming revenue in the United States amounted to 4.34 billion U.S. dollars. When looking at particular segment revenues, accessories is the lowest-performing segment at retail overall. What is very specific to the industry at large, is
that all sales, and in turn the highest revenues, occur around the holiday season. Based on the example of just one single globally known gaming retailer GameStop, which has been recording net sales in millions and billions of U.S. dollars [...]Read more
Note(s): United States; January 2017 to April 2022; Full Game, DLC/MTX and Subscription consumer spending across Console, Cloud, Mobile, Portable, PC and VR platforms
Source(s): NPD Group; Various sources (ntower.de)
Total and segment revenue of the U.S. video game industry from January
2017 to May 2022 (in billion U.S. dollars)
Monthly revenue of the U.S. video game industry 2017-2022, by segment

Total Game Content Hardware Accessories Software


9.0

8.0

7.0
Revenue in billion U.S. dollars

6.0

5.0

4.0

3.0

2.0

1.0

0.0
Jan Mar May Jul Sept Nov Jan Mar May Jul Sept Nov Jan Mar May Jul Sept Nov Jan Mar May Jul Sept Nov Jan Mar May Jul Sep Nov Jan Mar May
'17 '17 '17 '17 '17 '17 '18 '18 '18 '18 '18 '18 '19 '19 '19 '19 '19 '19 '20 '20 '20 '20 '20 '20 '21 '21 '21 '21 '21 '21 '22 '22 '22

13 Description: In May 2022, total video games sales in the United States amounted to 3.68 billion U.S. dollars, representing a 19 percent year-over-year decrease. In general, the video game industry has its most important months in November and December as video
game software and hardware make very popular Christmas gifts. In December 2021, total U.S. video game sales surpassed 7.55 billion U.S. dollars. Read more
Note(s): United States; January 2017 to May 2022; Full Game, DLC/MTX and Subscription consumer spending across Console, Cloud, Mobile, Portable, PC and VR platforms
Source(s): NPD Group; VentureBeat
Growth in consumer spending on video games in the United States as of 1st
quarter 2022, by segment
Change in consumer spending on video games in the U.S. 2020-2022, by segment

Gaming content Hardware Accessories


2020 Q4 23% 47% 15%
2021 Q1 25% 81% 42%
2021 Q2 2% 12% -11%
2021 Q3 4% 60% -1%
2022 Q1 7% -15% -16%

14 Description: In the first quarter of 2022, U.S. consumer spending on gaming content increased seven percent compared to the previous year. Hardware spending saw a 15 percent year-over-year decrease as continued constraints on console supplies as well as the
return of other spending opportunities arose. Read more
Note(s): United States; Q4 2020 to Q1 2022
Source(s): NPD Group
Average annual expenditure on video games per consumer unit in the United
States from 2011 to 2020, by type (in U.S. dollars)
U.S. household expenditure on video games 2011-2020, by type

Video game hardware and accessories* Video game software Online gaming services
90

80
Average annual expenditure in U.S. dollars

70
22.21

60
12.41 12.09
50 2.59 16.32
12.68 9.6
40 1.99 13.71
3.26 9.68
11.94
30
11.38
47.81 48.83
20 40.41 37.03 38.12 40.29
34.57 33.47
26.56
10 21.52

0
2011 2012 2013 2014 2015 2016 2017 2018 2019 2020

15 Description: In 2020, video game software expenditure amounted to 16.32 U.S. dollars per consumer unit in the United States, up from 11.94 U.S. dollars in the preceding measured period. The outbreak of the COVID-19 pandemic had a significant impact on the
consumer spending on video games, and expenditure on online gaming services showed the most dramatic year-over-year growth.Read more
Note(s): United States; 2007 to 2020
Source(s): Bureau of Labor Statistics
Average monthly video game expenditure per gamer in the United States
from 2019 to 2020 (in U.S. dollars)
Monthly consumer spending on video games in the U.S. 2019-2020

25

19.93
20 19.04
Spending in U.S. dollars

15

10

0
2019 2020

16 Description: In 2020, gaming audiences in the United States spent an average of 19.93 U.S. dollars on video games per month, up from 19.94 U.S. dollars per month in 2019. In July 2021, the retail gaming revenue in the United States amounted to 4.6 billion U.S. dollars.
Read more
Note(s): United States; 2019 to 2020; 18 years and older; excludes hardware and device sales, augmented reality / virtual reality content, and advertising
Source(s): Activate
Digital video game purchases by store brand in the U.S. in 2022
Digital video game purchases by store brand in the U.S. 2022

Share of respondents
0% 5% 10% 15% 20% 25% 30% 35% 40% 45%

Amazon 44%

Google Play Store 36%

PlayStation Store 32%

Apple App Store 29%

Microsoft Store 23%

Nintendo eShop 19%

Epic Games Store / Epic Games Launcher 18%

EA / Origin 17%

Steam 17%

Blizzard / Battle.net 15%

GOG.com / GOG Galaxy 9%

Humble Bundle 9%

Uplay / Ubisoft Store / Ubisoft Connect 8%

Other 8%

17 Description: The displayed data on digital video game purchases by store brand shows results of the Statista Global Consumer Survey conducted in the United States in 2022. Some 44 percent of respondents answered the question "Where have you spent money
online on digital video games in the past 12 months (downloads, in-app purchases)" with "Amazon".Read more
Note(s): United States; four waves from Apr 2021 to Mar 2022; 3411 respondents; 18-64 years; respondents who play video games and spent money on digital video games
Source(s): Statista Global Consumer Survey (GCS)
Video game purchases by store brand in the U.S. in 2022
Video game purchases by store brand in the U.S. 2022

Share of respondents
0% 10% 20% 30% 40% 50% 60%

Amazon 63%

GameStop 47%

Walmart 46%

Best Buy 42%

Target 33%

Costco 28%

Fry`s Electronics 17%

Sam's Club 17%

GovX 16%

Micro Center 15%

Newegg 13%

Play N Trade 13%

Redbox 12%

TigerDirect 10%

Other 6%

18 Description: The displayed data on video game purchases by store brand shows results of the Statista Global Consumer Survey conducted in the United States in 2022. Some 63 percent of respondents answered the question "Where have you purchased video games
on a data medium / hard copy in the past 12 months (in-store or website)?" with "Amazon".Read more
Note(s): United States; four waves from Apr 2021 to Mar 2022; 1129 respondents; 18-64 years; respondents who bought video games on a data medium
Source(s): Statista Global Consumer Survey (GCS)
Share of gaming audiences in the United States who subscribe to at least one
gaming service as of October 2021
Gaming service subscription rate among gamers in the U.S. 2021

80%
74%

70% 66%
62%
60%
52%
Share of respondents

50%

40%

30%

20%

10%

0%
All gamers Avid gamers PC gamers Console gamers

19 Description: Video game subscription services provide gamers with access to a library of hundreds of video games for a fixed subscription fee, often offering different tiers which provide various features and upgrades. These services, which include Xbox Game Pass,
PlayStation Now, and EA Access, have increased in popularity over the last few years and may be the preferred way of gaming during the next generation of video game consoles. An October 2021 survey of gaming audiences in the United [...]Read more
Note(s): United States; October 12 to 15, 2021; 1,604 respondents; 18 years and older
Source(s): Morning Consult
Share of gamers in the United States who subscribe to selected gaming
services as of October 2021
Subscription rate for leading gaming services among gamers in the U.S. 2021

Share of respondents
0% 5% 10% 15% 20% 25%

PlayStation Now 21%

Xbox Game Pass 18%

Google Play Pass 14%

Nintendo Switch Online 13%

EA Play 9%

Apple Arcade 9%

Prime Gaming 6%

GeForce Now 4%

Other 4%

UPlay Plus 3%

Humble Choice 3%

20 Description: An October 2021 survey of gaming audiences in the United States found that approximately 52 percent of gamers subscribed to at least one subscription gaming service. Amongst all respondents, PlayStation Now was the most popular subscription
service, with 21 percent of gamers stating they had a subscription with Sony's service. Xbox Game Pass was ranked second with an 18 percent subscription rate. Both services are a prerequisite for gamers to access online multiplayer on the [...]Read more
Note(s): United States; October 12 to 15, 2021; 1,604 respondents; 18 years and older
Source(s): Morning Consult
CHAPTER 03

Gaming audiences
Number of video game users in the United States from 2017 to 2025 (in
millions)
Number of video game users in the U.S. 2017-2025

250

209.7 213.3
201.9 201.7 203.5 206.4
200 189.4 188.5 188.2
Number of gamers in millions

150

100

50

0
2017 2018 2019 2020 2021 2022 2023 2024 2025

22 Description: In 2020, the number of video gamers in the United States stood at 201.9 million, up from 188.2 million digital gamers in the previous year. Gaming purchases have been increasing in popularity, and the COVID-19 pandemic caused this trend to accelerate
in 2020. Read more
Note(s): United States
Source(s): Statista; Statista Digital Market Outlook
Number of video game users in the United States from 2017 to 2025, by
segment (in millions)
Number of video game users in the U.S. 2017-2025, by segment

Digital Video Games Physically Sold Video Games


200
178.4 182.1
180 173.9
168.8
163.1
157.1
160
142.4
Number of gamers in millions

134.2 137.7
140

120

100 88.6
82.7
76.5 76.3
80 68.7
63.9 60.7 58.6 57.5
60

40

20

0
2017 2018 2019 2020 2021 2022 2023 2024 2025

23 Description: In 2020, the number of video gamers in the United States that bought their games digitally stood at 157.1 million, up from 142.4 million the previous year. Digital Gaming purchases have been increasing in popularity, and the COVID-19 pandemic caused
this trend to accelerate in 2020. Read more
Note(s): United States
Source(s): Statista; Statista Digital Market Outlook
Number of digital video game users in the United States from 2017 to 2025
(in millions)
Digital Market Outlook: video gamers in the U.S. 2017-2025

200
178.4 182.1
180 173.9
168.8
163.1
157.1
160
Number of digital gamers in millions

142.4
134.2 137.7
140

120

100

80

60

40

20

0
2017 2018 2019 2020 2021* 2022* 2023* 2024* 2025*

24 Description: In 2021, the number of digital video gamers in the United States stood at 163.1 million, up from 157.1 million digital gamers in the previous year. Digital gaming purchases have been increasing in popularity, and the COVID-19 pandemic caused this trend
to accelerate in 2020. Many gamers turned to online channels like digital storefronts to purchase their games online and mobile gaming is more popular than ever.Read more
Note(s): United States; 2017 to 2020; excluding physical video game sales; * Forecast. Video Games are defined as fee-based video games distributed over the internet. Download games include downloads of full versions for gaming consoles or [...]Read more
Source(s): Statista; Statista Digital Market Outlook
Number of digital video game users in the United States from 2017 to 2025,
by segment (in millions)
Digital Market Outlook: video gamers in the U.S. 2017-2025, by segment

Download Games Gaming Networks Mobile Games Online Games


200

180

160
Number of users in millions

140

120

100

80

60

40

20

0
2017 2018 2019 2020 2021* 2022* 2023* 2024* 2025*

25 Description: The number of mobile gamers in the United States is expected to grow from 150.45 million in 2020 to 181.3 million in 2025. An overview of all Digital Markets can be found here.Read more
Note(s): United States; 2017 to 2020; excluding physical video game sales; * Forecast. Video Games are defined as fee-based video games distributed over the internet. Download games include downloads of full versions for gaming consoles or [...]Read more
Source(s): Statista; Statista Digital Market Outlook
Distribution of video gamers in the United States from 2006 to 2021, by
gender
U.S. video gaming audiences 2006-2021, by gender

Male Female
100%

90%

80%

70%
Share of gamers

60%

50%

40%

30%

20%

10%

0%
2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021

26 Description: In 2021, women accounted for 45 percent of gamers in the United States, up from 41 percent of U.S. gamers identifying as women during the previous year.Read more
Note(s): United States; 2006 to 2021; 4,000 respondents; 18 years and older
Source(s): Entertainment Software Association; Ipsos
Distribution of video gamers in the United States in 2021, by age group
U.S. video gaming audiences 2021, by age group

40% 38%

35%

30%
Share of respondents

25%

20%
20%

15% 14%
12%

10% 9%
7%

5%

0%
Under 18 years 18-34 years 35-44 years 45-54 years 55-64 years 65+ years

27 Description: Video gaming is no longer a hobby exclusively enjoyed by the young. As generations have grown up with video games a normal part of life, the age of the average gamer also increases. During a 2021 survey, 38 percent of video game players still come
from the 18 to 34 age demographic, and seven percent are 65 years and older. Read more
Note(s): United States; February 2021; 4,000 respondents
Source(s): Entertainment Software Association; Ipsos
CHAPTER 04

Gaming preferences
Top selling video games in the United States in May 2022, by dollar sales
U.S. top selling video games May 2022

Rank this month Rank last month


Elden Ring 1 2
LEGO Star Wars: The Skywalker Saga 2 1
Nintendo Switch Sports* 3 5
Evil Dead: The Game 4 NEW
MLB: The Show 22 5 3
Kirby and the Forgotten Land* 6 4
Call of Duty: Vanguard 7 6
Mario Kart 8* 8 8
Gran Turismo 7 9 9
Pokémon Legends: Arceus 10 10
Minecraft 11 11
Horizon: Forbidden West 12 7
Animal Crossing: New Horizons 13 16
Super Smash Bros. Ultimate* 14 14

29 Description: In May 2022, Elden Ring (published by FromSoftware) was the top-selling video game in the United States based on dollar sales. Second-placed LEGO Star Wars: The Skywalker Saga is a LEGO-themed action adventure and the successor to 2016's LEGO
Star Wars: The Force Awakens. Nintendo Switch Sports is a sports simulation game for the Switch platform and the successor of the highly successful Wii Sports game.Read more
Note(s): United States; May 2022; physical and full game digital from the Nintendo eShop, PlayStation, STEAM and Xbox platforms; excluding 1P Nintendo sales and Activision Blizzard Battle.net sales; *Digital sales not includedRead more
Source(s): NPD Group; Wccftech
Most popular reasons for playing video games in the United States as of
February 2021
Reasons for playing video games in the U.S. 2021

70% 66%

60%
52% 51%
50% 48%
Share of respondents

40% 37%
32%
30%

20%

10%

0%
Unwind, relax, and Fill time while taking a Escape and be highly Spend time by myself Solve a problem, use my Be comforted by
decompress break, waiting or entertained brain and think logically something familiar
commuting

30 Description: A survey in February 2021 found that approximately two thirds of gamers in the United States played video games in order to unwind, relax, or decompress. Filling time while taking a break, waiting, or commuting was the second most popular reason to
play video games. Read more
Note(s): United States; February 2021; 4,000 respondents; 18 years and older; among gamers
Source(s): Entertainment Software Association; Ipsos
Most popular genres played regularly according to video gamers in the
United States as of February 2021
Favorite video game genres in the U.S. 2021

Share of respondents
0% 10% 20% 30% 40% 50% 60% 70%

Casual games (e.g. Tetris, Solitaire) 63%

Action games (e.g. GTA, Super Mario Odyssey) 39%

Shooter games (e.g. Call of Duty, Fortnite) 39%

Racing games (e.g. Need for Speed, Forza) 37%

Family games (e.g. Super Mario Party, Just Dance) 33%

Adventure games (e.g. Uncharted, Resident Evil) 31%

31 Description: A February 2021 survey of gamers in the United States found that 63 percent of respondents played casual games like Tetris or Solitaire regularly. A further 39 percent of responding gamers stated that they played action games on a regular basis.Read
more
Note(s): United States; February 2021; 4,000 respondents; 18 years and older
Source(s): Entertainment Software Association; Ipsos
In general, which types of video games do you play?
U.S. PC gamers' favorite video game genres 2020

Share of respondents
0% 10% 20% 30% 40% 50%

Action (e.g. platform games, fighting games) 47%

Action-adventure 46%

Strategy 44%

Casual 41%

Adventure 39%

Shooters (e.g. first-person shooters) 38%

Role-playing 33%

Simulation 30%

Sports 25%

MMORPG (massively multiplayer online role-playing games) 23%

MMO (massively multiplayer online games) 22%

MOBA (multiplayer online battle arenas) 15%

Other 17%

Don't know 1%

32 Description: The displayed data on PC gamers' video game genre preferences shows results of the Statista Global Consumer Survey conducted in the United States in 2020. Some 44 percent of respondents stated that they play strategy games.Read more
Note(s): United States; 13 Jul to 21 Aug 2020 and 5 Feb to 19 Mar 2020; 1329 respondents; 18-64 years; respondents who play video games on a PC/laptop regularly
Source(s): Statista Global Consumer Survey (GCS)
In general, which types of video games do you play?
U.S. console gamers' video game genres 2020

Share of respondents
0% 10% 20% 30% 40% 50% 60% 70%

Action (e.g. platform games, fighting games) 64%

Action-adventure 57%

Shooters (e.g. first-person shooters) 53%

Adventure 45%

Strategy 42%

Role-playing 38%

Sports 36%

Casual 32%

Simulation 29%

MMO (massively multiplayer online games) 25%

MMORPG (massively multiplayer online role-playing games) 22%

MOBA (multiplayer online battle arenas) 16%

Other 11%

Don't know 1%

33 Description: The displayed data on console gamers' video game genre preferences shows results of the Statista Global Consumer Survey conducted in the United States in 2020. Some 57 percent of respondents stated that they play action adventure games.Read
more
Note(s): United States; 13 Jul to 21 Aug 2020 and 5 Feb to 19 Mar 2020; 1576 respondents; 18-64 years; respondents who play video games on a game console (e.g. Xbox One) regularly
Source(s): Statista Global Consumer Survey (GCS)
Share of gamers in the United States who have participated in select non-
gaming activities or events within video games in the last 12 months in 2021
U.S. gamers participating in select non-gaming activities within video games 2021

Share of respondents
0% 5% 10% 15% 20% 25% 30%

Virtual recreations of social/life events within games 28%

In-game movies, TV shows, and previews 27%

Socializing / meeting new people in games 22%

Live in-game concerts 20%

Shopping at virtual recreations of stores/marketplaces 17%

Attending meetings 14%

Traveling to digital versions of real-world locations 13%

Investing/lending in-game currency within a game 13%

Betting in-game currency within a game 13%

Attending educational classes 11%

34 Description: In 2021, non-gaming activities are a significant part of the online-gaming environment. Approximately 60 percent of gamers in the United States have participated in non-gaming activities in the last 12 months, with virtual recreations of social or life events
within games being the most popular one. Online hangouts where gamers watched in-game movies, TV shows, and previews together were ranked second. Overall, 20 percent of responding gamers stated that they had attended live [...]Read more
Note(s): United States; 2021; 4,018 respondents; 18 years and older; non-gaming activities or events includes activities inside of video games that are not an essential component of gameplay.
Source(s): Activate
Share of gamers who missed selected daily activities to keep playing a game
in the United States as of January 2021
Share of gamers skipping daily activities to keep playing in the U.S. 2021

Share of respondents
0% 10% 20% 30% 40% 50% 60%

Missed sleep 54%

Missed socializing 38.8%

Missed a meal 36.6%

Miss showering 25.2%

Missed work 11.6%

35 Description: During a January 2021 survey, 54 percent of responding gamers in the United States admitted that they had skipped sleep in order to keep playing a video game. Only 11.6 percent of survey respondents stated that they had missed work in favor of
gaming. Read more
Note(s): United States; January 5 and January 12, 2021; 500 respondents
Source(s): Limelight Networks
CHAPTER 05

Time spent
Average weekly hours spent playing video games in selected countries
worldwide as of January 2021
Weekly hours spent playing video games worldwide 2021, by country

14
12.39
12

10.16
10
8.61 8.54 8.45
7.71
Time in hours

8 7.17 7.13

5.88
6

0
China Vietnam India Indonesia Global United States United Kingdom Germany South Korea

37 Description: A January 2021 survey found that gamers in China spent the most time playing games per week, averaging about 12.39 weekly hours of gaming time. Vietnamese gamers were ranked second with about 10.16 hours of gaming time per week. The global
average was 8.45 weekly hours of gaming. Read more
Note(s): Worldwide; January 5 and January 12, 2021; 4,000 respondents; 18 years and older
Source(s): Limelight Networks
Hours spent on playing video games per week in the U.S. in 2022
Hours spent on playing video games per week in the U.S. 2022

Share of respondents
0% 5% 10% 15% 20% 25%

Less than 1 hour 9%

1 to 5 hours 26%

6 to 10 hours 19%

11 to 15 hours 10%

16 to 20 hours 6%

More than 20 hours 7%

Don't know 3%

I don't play video games 20%

38 Description: The displayed data on hours spent on playing video games per week shows results of the Statista Global Consumer Survey conducted in the United States in 2022. Some 9 percent of respondents answered the question "In general, how many hours per
week do you spend playing video games?" with "Less than 1 hour". Read more
Note(s): United States; four waves from Apr 2021 to Mar 2022; 7608 respondents; 18-64 years
Source(s): Statista Global Consumer Survey (GCS)
Weekly time spent gaming with others according to gamers in the United
States in 2020 and 2021 (in hours)
Weekly time spent gaming with others in the U.S. 2020-2021

Online with others In-person with others


8 7.5

7 6.6

5
Hours per week

4.5
4.3
4

0
2020 2021

39 Description: Online gaming with other players has become increasingly common. In 2021, gamers in the United States played approximately 7.5 hours per weeks online with others, up from 6.6 hours in 2020. Online cooperative or multiplayer gaming is more popular
than playing in-person with others. Read more
Note(s): United States; 2020 and 2021; 4,000 respondents; 18 years and older
Source(s): Entertainment Software Association; Ipsos
Average daily time spent playing games and using computer for leisure per
capita in the United States from 2019 to 2020, by gender (in minutes)
U.S. daily time spent playing games and leisure computer use 2019-2020, by gender

2019 2020
60

49.2
50

40 36
Time in minutes

30 26.4

18.6
20

10

0
Men Women

40 Description: General video gaming use among the U.S. population increased significantly during the COVID-19 pandemic. Between May and December 2020, men in the United States spent an average 49.2 daily minutes on playing games and using computers for
leisure, up from 36 minutes per day in the corresponding period of 2019. Women spent an average 26.4 minutes per day on gaming and leisure computer use.Read more
Note(s): United States; May to December 2019 and 2020; 15 years and older
Source(s): Bureau of Labor Statistics
Average daily time spent playing games and using computer for leisure per
capita in the United States from 2019 to 2020, by age group (in minutes)
U.S. daily time spent playing games and leisure computer use 2019-2020, by age

2019 2020
120 112.8

100
84.6
80 73.8
Time in minutes

60 54.6

43.2
37.2
40 34.2
30.6
25.2 27
24
19.8 20.4 18.6
17.4 16.8
20 13.2 12.6

0
15 to 19 years 20 to 24 years 25 to 34 years 35 to 44 years 45 to 54 years 55 to 64 years 65 to 74 years 75 years and Total
over

41 Description: General video gaming use among the U.S. population increased significantly during the COVID-19 pandemic. Between May and December 2020, U.S. teens aged 15 to 19 years spent an average 112.8 daily minutes on playing games and using computers
for leisure, up from 73.8 minutes per day in the corresponding period of 2019. Overall, Americans spent an average 37.2 minutes per day on gaming and leisure computer use.Read more
Note(s): United States; May to December 2019 and 2020; 15 years and older
Source(s): Bureau of Labor Statistics
Average daily time spent playing video games via gaming console in selected
countries and territories as of 3rd quarter 2020 (in hours:minutes)
Daily time spent playing console games worldwide 2020, by country

Time in hours:minutes
Saudi Arabia 01:58
Thailand 01:38
Mexico 01:36
Philippines 01:31
UAE 01:23
China 01:21
India 01:20
Brazil 01:17
Indonesia 01:16
United States 01:15
Vietnam 01:14
South Africa 01:13
Worldwide 01:12
Egypt 01:08

42 Description: A survey during the third quarter of 2020 found that Saudi Arabia had by far the most engaged console gaming audiences worldwide. Responding internet users stated that they used a games console for an average of one hour and 58 minutes per day.
Thailand was ranked second, with users spending an average of one hour and 38 daily minutes on console gaming. The global average was one hour and 12 minutes.Read more
Note(s): Worldwide; Q3 2020; 16 to 64 years; internet users
Source(s): DataReportal; GWI; Hootsuite; We Are Social
Average consecutive time spent playing video games in selected countries
worldwide as of January 2021 (in hours)
Time spent playing binge gaming in selected countries worldwide 2021

5.9
6 5.6 5.5 5.5
5.3
5.1
5 4.6
Average time in hours

4.3

4 3.6

0
United States Germany China India United Kingdom Global Indonesia Vietnam South Korea

43 Description: According to a January 2021 survey of gamers worldwide, respondents from the United States reported their average longest consecutive gaming session to last about 5.9 hours. The global average for binge gaming session duration was 5.1 hours.Read
more
Note(s): Worldwide; January 5 and January 12, 2021; 4,000 respondents; 18 years and older
Source(s): Limelight Networks
CHAPTER 06

Devices
Video game usage by device in the U.S. in 2022
Video game usage by device in the U.S. 2022

Share of respondents
0% 10% 20% 30% 40% 50%

Smartphone 54%

Game console (e.g. Xbox One) 33%

PC / laptop 30%

Tablet 25%

Smart TV 19%

Mobile game console (e.g. Nintendo DS) 17%

Streaming device (e.g. Apple TV, Chromecast) 11%

I don't play video games 20%

Other 2%

45 Description: The displayed data on video game usage by device shows results of the Statista Global Consumer Survey conducted in the United States in 2022. Some 54 percent of respondents answered the question "Which of these devices do you regularly use to play
video games?" with "Smartphone". Read more
Note(s): United States; four waves from Apr 2021 to Mar 2022; 7608 respondents; 18-64 years
Source(s): Statista Global Consumer Survey (GCS)
Leading video game devices according to gamers in the United States in 2021
Preferred video game devices in the U.S. 2021

60% 57%

50%
46%
42%
40%
Share of respondents

30%

20%

10%

0%
Smartphone Game console Personal computer

46 Description: A February 2021 survey found that 57 percent of gamers in the United States played video games on their smartphone. Smartphones ranked first among the preferred gaming devices, with gaming consoles and PCs claiming the second and third spot
respectively. Read more
Note(s): United States; February 2021; 4,000 respondents; 18 years and older
Source(s): Entertainment Software Association; Ipsos
Share of internet users in the United States who play video games on
selected devices as of 3rd quarter 2021
Video gaming penetration in the U.S. 2021, by device

Share of respondents
0% 10% 20% 30% 40% 50% 60% 70% 80% 90%

Any device 80.9%

Smartphone 60.9%

Games console 37.3%

Laptop or desktop 31.4%

Tablet device 26%

Handheld gaming device 14.9%

Media streaming device 9.7%

VR headset 8.4%

47 Description: A survey among internet users in the United States found that as of the third quarter of 2021, 80.9 percent of respondents stated that they played video games on any device. Smartphone gaming was the most popular by a wide margin - almost 61
percent of online users in the United States played games on their mobile phones. Console gaming was ranked second with a 31.4 percent usage reach.Read more
Note(s): United States; Q3 2021; 16 to 64 years; among internet users
Source(s): DataReportal; GWI; Hootsuite; We Are Social
Gaming console ownership and purchase intentions among households in
the United States as of May 2021
Buying intention for current and next gen game consoles in the U.S. 2021

Total Next-gen console


60%
53%

50%
Share of households

40%
33%

30% 26%

20%
20%

10%

0%
Own at least one game console Looking to buy a game console over the next year

48 Description: Consoles are a popular gaming platform in the United States. At least 53 percent of U.S. households report to owning at least one video game console, and 26 percent of households claim ownership of one of the next generation console models like the
Microsoft Xbox Series X/S or the Sony PlayStation 5. The Xbox series X/S and PS5 were released in November 2020. Read more
Note(s): United States; May 2021
Source(s): Consumer Technology Association
CHAPTER 07

Mobile gaming
Revenue share of leading mobile gaming markets worldwide from 2014 to
2022
Mobile gaming market share worldwide 2014-2022

United States Japan China South Korea Taiwan Other


120%

100%

80%
Share of revenue

60%

40%

20%

0%
2014 2015 2016 2017 2018 2019 2020 2021 Q1 2022

50 Description: In the first quarter of 2022, the United States were the biggest mobile gaming market worldwide, accounting for approximately 27 percent of global mobile player spending. Japan accounted for approximately 20 percent of global mobile game
expenditure worldwide, down from a market share of 30 percent in 2015. Read more
Note(s): Worldwide; 2014 to Q1 2022; gross revenue including cut taken by Apple or Google; China numbers only include the App Store as Google Play is not available there
Source(s): Sensor Tower
Leading iPhone gaming apps in the Apple App Store in the United States in
February 2022, by number of downloads
Leading iPhone gaming apps in the U.S. 2022, by downloads

Number of downloads
0 1,000,000 2,000,000 3,000,000 4,000,000 5,000,000 6,000,000 7,000,000

Wordle! 6,530,017

Airport Security 1,460,145

Coloring Match 1,388,061

Roblox 804,366

Subway Surfers 769,705

Wordus 646,808

Word Guess - Word Games 633,161

Call of Duty®: Mobile 550,497

Count Masters: Crowd Runner 3D 477,710

Text or Die 441,770

51 Description: In February 2022, Wordle! was the most-downloaded gaming app for iPhone in the United States. The casual title generated 6.5 million downloads from iPhone users. Airport Security was the second-most popular gaming app title with approximately 1.4
million downloads from U.S. users. Read more
Note(s): United States; February 2022; based on downloads to iPhones in the United States
Source(s): Airnow
Leading iPad gaming apps in the Apple App Store in the United States in
February 2022, by number of downloads
Leading iPad gaming apps in the U.S. 2022, by downloads

Number of downloads
0 200,000 400,000 600,000 800,000 1,000,000 1,200,000 1,400,000

Airport Security 1,155,579

Coloring Match 825,835

Wordle! 627,588

Grab Master! 422,709

Grass Cutting 3D - Fun Puzzle 399,142

Roblox 330,750

Merge & Fight 314,769

Twerk Race 3D - Fun Run Game 308,593

Theme Park Fun 3D! 305,296

Money Rush 292,995

52 Description: In February 2022, Airport Security was the most-downloaded gaming app for iPad in the United States. The cross-platform title generated 1.15 million thousand downloads from iPad users. Coloring Match was the second-most popular gaming app title
with approximately 825 thousand downloads from U.S. users. Read more
Note(s): United States; February 2022; based on downloads to iPads in the United States
Source(s): Airnow
Leading gaming apps in the Google Play Store in the United States in
February 2022, by number of downloads
Leading Android gaming apps in the U.S. 2022, by downloads

Number of downloads
0 200,000 400,000 600,000 800,000 1,000,000 1,200,000 1,400,000

Airport Security 1,209,597

Twerk Race 3D - Running Game 1,195,854

Frozen Honey ASMR 1,079,557

Merge Master - Dinosaur Fusion 1,025,534

Money Rush 838,938

Count Masters - Stickman Clash 836,350

Roblox 756,390

W Challenge 606,445

Pull the Pin 574,124

Subway Surfers 568,640

53 Description: In February 2022, Airport Security was the most-downloaded gaming app in the Google Play Store in the United States. The cross-platform title 1.2 million downloads from Android users. Twerk Race 3D - Running Game was the second-most popular
gaming app title with approximately 1.19 million downloads from U.S. users. Read more
Note(s): United States; February 2022; based on downloads to devices in the U.S.
Source(s): Airnow
Revenue growth of selected mobile game genres in the United States from
2020 to 2021
Mobile games revenue growth in the U.S. 2021, by genre

Revenue growth
-10% 0% 10% 20% 30% 40% 50% 60% 70% 80%

Action
Hypercasual
Tabletop
Strategy
Shooter
Puzzle
Simulation
Arcade
RPG
Casino
Lifestyle
Sports
Racing
Geolocation AR

54 Description: The world of video gaming is very diverse, ranging from mobile gaming to PC gaming and console gaming. Over the past years, there has been an increase in downloads and mobile game usage among kids as well as adults, which has led to an increase in
revenue for some mobile games. In 2021, action mobile games were the fastest-growing genre by revenue, with player spending in the United States rising by 68.9 percent compared to the same period in 2020.Read more
Note(s): United States; 2020 to 2021; top 100 games by U.S. revenue and downloads in each genre across the App Store and Google Play
Source(s): Sensor Tower
Most played genres of mobile games according to adults in the United States
as of May 2021, by gender
Favorite genres of mobile games played in the U.S. 2021, by gender

Female Male
25%
22%
Share of respondents who played in the last

20%

15% 14%
month

12%
10%
10%
8% 8%
6%
5%
5%

0%
Puzzle/breakout games Word/number/brain games Action games Adventure games

55 Description: Mobile gaming has enjoyed a significant boost in popularity during the COVID-19 pandemic and previous non-gaming audiences are likely to keep playing. A May 2021 survey among adults in the United States found that 22 percent of female respondents
played puzzle or breakout games, making it by far the most popular genre. Read more
Note(s): United States; May 2021; 18 years and older
Source(s): YouGov
Main reasons for mobile gamers in the United States to play games on their
smartphone as of 2nd quarter 2021
Reasons for playing mobile games in the U.S. 2021

Share of respondents
0% 10% 20% 30% 40% 50% 60% 70%

Pass the time 64%

For fun 63%

To relax/unwind 59%

For the challenge 26%

To escape from reality 26%

56 Description: Nearly 64 percent of gamers in the United States who played games on mobile devices said they did it to pass the time, almost the same amount of respondents stated that they did so for fun. Wanting to relax was also a major reason cited by gamers.
Read more
Note(s): United States; Q2 2021; 1,044 respondents; 16 to 64 years; mobile gamers
Source(s): AdColony; GWI
When do you typically play games on your smartphone?
Popular times of day for mobile gaming in the U.S. as of Q2 2021

53%

50% 48%
45% 44%

40%
Share of respondents

30% 27%

20%

10%

0%
While watching TV When on a break (e.g. lunch) In bed, before sleep While waiting for something/ While traveling/commuting
someone

57 Description: According to an online survey carried out in the United States within the second quarter of 2021, most of the the respondents, 53 percent, played games on their smartphone while watching TV. Close to half of the respondents stated that they use a
smartphone for online games while being on a break, e.g. lunch. And just over a quarter of survey participants played mobile games while traveling or commuting.Read more
Note(s): United States; Q2 2021; 1.044; 16-64 years
Source(s): AdColony; GWI
CHAPTER 08

Gaming video content


Share of internet users in selected countries who follow gaming influencers
as of July 2021
Global online population following gaming influencers 2021

Total Men aged 18-34


China 20% 29%
Indonesia 20% 36%
India 17% 25%
Hong Kong 14% 42%
UAE 13% 15%
Mexico 11% 29%
Global [TOTAL] 9% 23%
Australia 8% 25%
Singapore 7% 22%
Spain 6% 28%
Poland 6% 22%
United States 6% 19%
Germany 5% 23%
France 5% 15%

59 Description: As of July 2021, nine percent of internet users worldwide were following gaming influencers. In both China and Indonesia, 20 percent of overall online users were following gaming influencers. Great Britain and Denmark were ranked last, with only four
and three percent of survey respondents respectively claiming to do this. Overall, men aged 18 to 34 years were most likely to follow gaming influencers and online streamers.Read more
Note(s): Worldwide; July 2021; 16 years and older
Source(s): YouGov
Video game streaming sites usage in the U.S. in 2022
Video game streaming sites usage in the U.S. 2022

Share of respondents
0% 10% 20% 30% 40% 50%

Yes, I broadcast 21%

Yes, I watch channels 32%

No, I do not use these sites 55%

60 Description: The displayed data on video game streaming sites usage shows results of the Statista Global Consumer Survey conducted in the United States in 2022. Some 21 percent of respondents answered the question "Do you use any video game live streaming
sites (e.g. Twitch, YouTube Gaming)?" with "Yes, I broadcast". Read more
Note(s): United States; four waves from Apr 2021 to Mar 2022; 6082 respondents; 18-64 years; respondents who play video games regularly
Source(s): Statista Global Consumer Survey (GCS)
Most popular platform to watch live streams according to gamers in the
United States as of February 2021
Most popular live streaming platform in the U.S. 2021

50% 47%

45%
40%
40%

35%
Share of respondents

30%

25%

20%
16%
14%
15%

10% 7% 7%
5% 4% 4%
5% 3% 3%

0%
Twitch YouTube Facebook Discord BigoLive Other Disco Melee DLive HitBox InstaGib TV Beam
Gaming Gaming

61 Description: As of February 2021, Twitch was the most popular platform to watch live streams on in the United States. A total of 47 percent of U.S. gamers reported that they watched video game streams on the Twitch platform. Additionally, 40 percent of gamers
watched video game streams using YouTube Gaming. Read more
Note(s): Worldwide; February 2021; gamers
Source(s): YouGov
Distribution of Twitch users in the United States as of 3rd quarter 2021, by
age
Twitch U.S. user share 2021, by age

45%
41%
40%

35%

29%
30%
Share of respondents

25%

20%
15%
15%

9%
10%
5%
5%
0%
0%
18-19 years 20-29 years 30-39 years 40-49 years 50-59 years 60-64 years

62 Description: The statistic about the distribution of Twitch users in the United States by age, is based on data from the Statista Global Consumer Survey. In 2021, some 41% of adult Twitch users in the U.S. were 20 to 29 years old.Read more
Note(s): United States; 5 Jul to 22 Sep 2021 // 1 Apr 2021 to 21 Jun 2021 // 4 Jan 2021 to 25 Mar 2021 // 13 Jul 2020 to 21 Aug 2020; 502 respondents; 18-64 years; Twitch users
Source(s): Statista Global Consumer Survey (GCS)
Distribution of Twitch users in the United States as of 3rd quarter 2021, by
gender
Twitch U.S. user share 2021, by gender

80%

70% 67%

60%
Share of respondents

50%

40%
33%

30%

20%

10%

0%
Male Female

63 Description: The statistic about the distribution of Twitch users in the United States, broken down by gender, is based on data from the Statista Global Consumer Survey. In 2021, some 67% of adult Twitch users in the U.S. were male.Read more
Note(s): United States; 5 Jul to 22 Sep 2021 // 1 Apr 2021 to 21 Jun 2021 // 4 Jan 2021 to 25 Mar 2021 // 13 Jul 2020 to 21 Aug 2020; 502 respondents; 18-64 years; Twitch users
Source(s): Statista Global Consumer Survey (GCS)
Distribution of Twitch users in the United States as of 3rd quarter 2021, by
education
Twitch U.S. user share 2021, by education

35%

30%
30% 29%

25%
Share of respondents

20% 18%

15%
12%

10%

5% 5%
5%

0% 0%
0%
No formal Elementary school Some high school High school degree Vocational / Bachelor degree or Master degree or Doctoral degree or
education technical school equivalent equivalent equivalent

64 Description: The statistic about the distribution of Twitch users in the United States by education, is based on data from the Statista Global Consumer Survey. In 2021, some 18% of adult Twitch users in the U.S. had a master degree or equivalent.Read more
Note(s): United States; 5 Jul to 22 Sep 2021 // 1 Apr 2021 to 21 Jun 2021 // 4 Jan 2021 to 25 Mar 2021 // 13 Jul 2020 to 21 Aug 2020; 502 respondents; 18-64 years; Twitch users
Source(s): Statista Global Consumer Survey (GCS)
CHAPTER 09

eSports
eSports market revenue worldwide in 2021, by region (in million U.S. dollars)
Global eSports market revenue 2021, by region

400
360.1
350

300
Revenue in million U.S. dollars

243
250
205.8
200

150

100

50

0
China United States Western Europe

66 Description: This statistic shows an estimate of the revenues generated in the eSports market worldwide in 2021. China was anticipated to be the largest eSports market worldwide in 2021, generating an estimated 360.1 million U.S. dollars within the industry.Read
more
Note(s): Worldwide; 2021
Source(s): Newzoo; PocketGamer.biz
Leading eSports countries ranked by number of active eSports competition
players worldwide in 2021
Leading eSports countries ranked by number of active players 2021

Number of active players


0 500 1,000 1,500 2,000 2,500 3,000 3,500 4,000

United States 3,629

China 1,004

Russian Federation 938

France 915

Germany 901

Brazil 889

Republic of Korea 883

United Kingdom 710

Canada 603

Japan 594

Poland 499

Australia 499

Thailand 370

Sweden 363

Ukraine 302

67 Description: This statistic shows the leading eSports countries worldwide ranked by number of active eSports competition players in 2021. The U.S. led the list with more than 3.6 thousand active competition players, followed by China and Russia with 1004 and 938
professional eSports players respectively. Read more
Note(s): Worldwide; 2021
Source(s): e-Sports Earnings
Highest earning eSports countries worldwide in 2021, by prize money (in
million U.S. dollars)
Highest earning eSports countries in 2021, by prize winnings

Prize money in million U.S. dollars


0 5 10 15 20 25 30 35 40

China 37.96

United States 23

Russian Federation 21.96

Republic of Korea 11.87

Ukraine 10.34

Brazil 6.84

Japan 6.16

United Kingdom 5.85

France 5.4

Denmark 5.06

68 Description: The graph shows the highest earning eSports countries worldwide in 2021, ranked by prize money won. According to the estimates, Chinese eSports gamers brought home almost 37.96 million U.S. dollars of winnings from eSports competitions in 2021.
The U.S. ranked second with 23 million U.S. dollars in prize money won. Read more
Note(s): Worldwide; 2021; total prize money won by competitors from each country
Source(s): e-Sports Earnings
Leading professional eSports teams worldwide as of November 2021, by total
prize money won (in million U.S. dollars)
All time highest-winning pro eSports teams worldwide 2021

Total prize money won in million U.S. dollars


0 5 10 15 20 25 30 35 40

Team Liquid (Europe) 37.82

OG (Europe) 35.63

Evil Geniuses (United States) 25.52

Team Spirit (Russia) 19.84

Virtus.pro (Russia) 17.75

Fnatic (United Kingdom) 17.3

Team Secret (Europe) 15.96

Natus Vincere (Ukraine) 15.62

Paris Saint-Germain Esports (France) 15.59

Vici Gaming (China) 15.02

69 Description: Team Liquid is a professional eSports team founded in the Netherlands in 2000. The team primarily plays in Dota 2 eSports tournaments, with its total prize money won throughout its existence adding up to more than 37 million U.S dollars. Team Liquid
gained second place at The International 2019. Read more
Note(s): Worldwide; as of November 2021
Source(s): e-Sports Earnings
Leading eSports teams worldwide on social media in August 2021, by user
engagement
Leading eSports teams on social media worldwide 2021, by engagement

Actions (in millions) Content Actions per content Audience (in millions)
FaZe Clan 11.3 240 47203 17.7
Bigetron Esports 6.8 343 19962 1.8
EVOS Esports 6.5 423 15462 7.1
Rex Regum Qeon 3.9 211 18621 3.8
Team Secret 2.5 454 5502 2
G2 Esport 2.1 555 3718 3.1
NRG 2 124 15967 2.8
100Thieves 1.5 86 17734 2.3
PaiN Gaming 1.4 373 3687 3.4
T1 League of Legends 1 248 4021 1.5

70 Description: In August 2021, FaZe Clan was the most popular eSports team worldwide, with an audience of more than 17.7 million users and almost 11.3 million cross-platform actions on social media brand content. Bigetron Esports was the second, with almost 6.8
million social media actions. Read more
Note(s): Worldwide; August 2021; total cross-platform actions on Facebook, Twitter and Instagram; only includes primary brand pages
Source(s): Shareablee
Level of interest in eSports in the United States as of September 2021
Public interest in eSports in the U.S. 2021

80%
72%
70%

60%
Share of respondents

50%

40%

30%

19%
20%

9%
10%

0%
Avid fan Casual fan Not a fan

71 Description: The eSports industry has become an increasingly significant part of the entertainment sector in recent years. Players can compete against each other, individually or in teams, in a multiplayer video game tournaments across the world. In a survey
conducted in September 2021, nine percent of all respondents were avid fans of eSports in the United States.Read more
Note(s): United States; September 13 to 16, 2021; 2,200 respondents; 18 years and older
Source(s): Morning Consult
Level of interest in eSports in the United States as of September 2021, by
gender
Public interest in electronic sports in the U.S. 2021, by gender

Avid fan Casual fan Not a fan


120%

100%
Share of respondents

80%
59%

60% 85%

40%

26%
20%

15% 12%
0% 3%
Male Female

72 Description: The eSports industry has become an increasingly significant part of the entertainment sector in recent years. Players can compete against each other, individually or in teams, in a multiplayer video game tournaments across the world. In a survey
conducted in September 2021, 15 percent of male respondents were avid fans of eSports in the United States.Read more
Note(s): United States; September 13 to 16, 2021; 2,200 respondents; 18 years and older
Source(s): Morning Consult
Level of interest in eSports in the United States as of September 2021, by age
Public interest in electronic sports in the U.S. 2021, by age

Share of respondents

Avid fan Casual fan Not a fan

0% 20% 40% 60% 80% 100% 120%

18-34 17% 29% 54%

35-44 15% 24% 61%

45-64 3% 16% 81%

65+ 1% 6% 94%

73 Description: The eSports industry has become an increasingly significant part of the entertainment sector in recent years. Players can compete against each other, individually or in teams, in a multiplayer video game tournaments across the world. In a survey
conducted in September 2021, 15 percent of respondents aged 35 to 44 were avid fans of eSports in the United States.Read more
Note(s): United States; September 13 to 16, 2021; 2,200 respondents; 18 years and older
Source(s): Morning Consult
Sources

Activate Statista Global Consumer Survey (GCS)


AdColony Various sources
Airnow Various sources (ntower.de)
Bureau of Labor Statistics Various sources (Techspot.com)
Consumer Technology Association VentureBeat
DataReportal Wccftech
Entertainment Software Association We Are Social
e-Sports Earnings YouGov
GWI
Hootsuite
Ipsos
Juniper Research
Limelight Networks
Morning Consult
Newzoo
NPD Group
PocketGamer.biz
Sensor Tower
Shareablee
Statista
Statista Advertising & Media Outlook
Statista Digital Market Outlook

74

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