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2024 Essential Facts About the Video Game Industry

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2024

Foreword 5
Who Plays Games 6
Player Perceptions & Attitudes 10
Player Behaviors & Preferences 14
Games Foster Community 19
Parents, Kids & Video Games 23
Purchasing & Spending Trends 26
ESA Members 30
Methodology 30
ESA & Our Partners 31 .
ESA ESSENTIAL FACTS 2024 | 3 2 | ESA ESSENTIAL FACTS 2024

Foreword
Video games are one of America’s most beloved forms of entertainment – 190.6 million Americans
play video games weekly . Those of us who remember first generation consoles like Atari, or who
grew up playing Oregon Trail on their first home PC, have now been dedicated players for nearly 50
years. As video games have evolved, our love and appreciation for them has grown along with them.
Yesterday’s old school gamers are now parents and grandparents of the next generation of players
– but just because they’ve come of age doesn’t mean they’ve stopped playing. In fact, it’s quite
the opposite. Twenty years ago, the average video game player was 29 years old. Today, the
average player is 36 and has been playing for almost 17 years. And these
lifelong players are playing video games with their children more than ever –
83% play video games with their kids, sharing with them a sense of adventure,
challenge and joy.
Not only has the common archetype of who we think of as a “gamer”
introduction of the modern smartphone ushered in mobile games. Gone are
the days of carrying a separate device to play a video game on-the-go. With
games now at our fingertips, the barrier to entry to play a video game doesn’t
exist, as reflected in the fact that the number of people who play games on
their phone has grown 136% over the past 12 years. Seventy-eight percent of
players now play on a mobile device. Today, everyone can be a gamer .
Another groundbreaking technological invention from the recent past –
the Internet – enabled video game companies to transform the player experience with online
cooperative gameplay, opening avenues for community building unlike anything before it. The
result? In 1999, only 18% of players reported playing “on-line”. Today, nearly 90% enjoy
some form of online gameplay . The ability to play games online has brought the video game
community closer than ever. 72% of players believe that video games create a sense of community
– a community that is united around shared love of play and enables people to find new friends or
even their life partner.
The U.S video game industry is at an exciting crossroad. Generation Alpha is poised to become the
biggest generation of players we’ve seen yet. As they come of age and become the next generation of
video game developers, engineers, artists and storytellers, the extraordinary potential of video games
to delight, inspire, teach and bring us together will undoubtedly continue to transform our lives.
Stanley Pierre-Louis
President & Chief Executive Officer
Entertainment Software Association
Yesterday’s old school
gamers are now parents and
grandparents of the next
generation of players – but
just because they’ve come
of age doesn’t mean they’ve
stopped playing. In fact, it’s
quite the opposite.
ESA ESSENTIAL FACTS 2024 | 5 4 | ESA ESSENTIAL FACTS 2024

Who Plays Games
Games are for everyone.
Video games are one of America’s most dynamic and beloved
pastimes. It’s no surprise that so many people choose to play.
People of all ages play.
Adults and kids enjoy playing video games,
and continue to play as they grow.
61%
of the U.S. population
reports playing video games
1+ hour a week
34%
24%
46% 47%
17%
29%
2004
Under 18 18-50 50+
2024
In 2004, only
17%
of players were
aged 50+
In 1999, this
number was
even lower at
9%
Ages Of Players:
Among Total Players ages 5 –90
29
Average player
age in 2004
36
Average player
age in 2024
Americans (ages 5-90) who
play video games
190.6M
6 | ESA ESSENTIAL FACTS 2024

Games are inclusive and
foster a sense of belonging.
Players come from all walks of life, with engagement across
age, gender and racial/ethnic groups.
Video games are valuable to me since they
provide a social and mental connection for
me and are a stress reliever.
– Female, 37
Players Are: LGBT Self Identification Of Players:
Ages 18+
Gender By Generation:
% Play Video Games 1+ Hour Per Week
Ethnicity Of Adult Players:
Male Female
Gen Alpha Gen Z Gen X Boomers Silent Millennials
Male Female
2004
20%
30%
40%
50%
60%
70%
80%
2023 2022 2021 2020 2019 2018 2017 2016 2015 2014 2013 2012 2011 2010 2009 2008 2007 2006 2005
Male/Female Players Over Time:
White / Caucasian 75%
Hispanic 19%
Black / African American 12%
Native American / Alaskan 3%
Asian / Pacific Islander 4%
11%
Identify as
LGBT
1% Selected Non-Binary/ Prefer not to say
46%
Female
53%
Male
Question allows for more than one selection
82% 82%
68% 74%
57% 59%
48% 44% 50%
29% 30%
76%
Gen Z Millennials Gen X Boomers/
Silent
Ye s 17% 12% 9% 6%
No 77% 83% 89% 93%
Did not wish
to answer 6% 4% 2% 1%
8 | ESA ESSENTIAL FACTS 2024

People play for many reasons —
including connection.
Players seek out gameplay to forge bonds and deepen ties
with friends and family.
Player Perceptions & Attitudes
The benefits of video games.
Games are meaningful entertainment experiences, offering
opportunities for insight and enrichment.
To t a l
Among Players, 18+
Gen Z Millennials Gen X Boomers/
Silent
Bring people joy through play 79% 90% 90% 88% 88%
Provide mental stimulation 77% 8 4% 8 4% 86% 92%
Provide stress relief 76% 85% 86% 88% 87%
Provide accessible experiences for people w/ different abilities 74% 86% 85% 8 4% 80%
Help improve cognitive skills 73% 82% 8 4% 8 4% 85%
Bring different types of people together 70% 8 4% 85% 81% 70%
U.S. Adults Agree That Games:
% Agree – Among Total Adults 18+
U.S. Adults Agree That
Video Games Can Teach:
% Agree – Among Total Adults 18+
Why Do People Play?
68%
To pass the
time or relax
67%
To have fun
Motivations For Gaming:
Ranked by Total Players 18+
Pass the time or relax
To have fun
Use my brain/keep my mind sharp
Immersion and escape
Stay connected with family & friends
Competition: playing against others
A feeling of accomplishment
Community: playing with others
Gen Z Millennials Gen X Boomers/
Silent Males Females
58% 60% 71% 83% 65% 72%
70% 72% 66% 59% 69% 6 4%
24% 24% 37% 61% 32% 42%
24% 34% 37% 22% 31% 29%
24% 22% 11% 6% 18% 13%
27% 20% 12% 5% 20% 11%
18% 16% 10% 11% 15% 12%
19% 12% 7% 2% 11% 7%
68%
67%
37%
30%
16%
16%
14%
9%
% of All Adults
Problem-solving skills
Teamwork & collaboration skills
Adaptability
Science, Technology, Engineering, Art,
Math ( STEAM ) skills
Communication skills
Conflict resolution skills
Inclusion
Leadership skills
73%
64%
59%
55%
51%
47%
46%
45%
Games improve my critical
thinking skills by giving me a
chance to solve complex problems.
– Female, 37
10 | ESA ESSENTIAL FACTS 2024 ESA ESSENTIAL FACTS 2024 | 11

Fond memories of gameplay inspire players today.
For those who grew up playing video games, nostalgia and a sense of
discovery play an important role in motivating gameplay.
Gaming brings a sense of
enjoyment to my life and helps
me pass time in a way I enjoy.
– Male, 28
I grew up playing board games, so as I became
an adult and got a cell phone, I was able to play
digital versions of my favorites. I get a strong
sense of nostalgia from playing them.
– Female, 35
Positive Sentiment Toward Video Games:
% Agree – Among Players 18+
Gen Z Millennials Gen X Boomers/
Silent
Playing video games is a great way to
socialize and maintain relationships 71% 66% 46% 21%
I’m more interested in video games
today than I was a year ago 56% 51% 35% 21%
I would rather play video games than watch a movie 63% 55% 33% 14%
12 | ESA ESSENTIAL FACTS 2024 ESA ESSENTIAL FACTS 2024 | 13

14 | ESA ESSENTIAL FACTS 2024 ESA ESSENTIAL FACTS 2024 | 15
A game for everyone.
From action and sports games to role-playing games,
there is a video game for everyone.
Gen Alpha
Arcade 6 4%
Action 60%
Puzzle 56%
Boomers/Silent
Puzzle 72%
Skill/Chance 53%
Arcade 20%
Gen Z
Arcade 56%
Action 55%
Shooter 54%
Millennials
Puzzle 61%
Action 54%
Arcade 52%
Gen X
Puzzle 66%
Skill/Chance 39%
Arcade 37%
Generations And What They Play:
Top Three Categories Ranked by Total Players 8+
Gaming Platforms Played By Generation:
Among Total Players 8+
Gaming Platforms
Played By Gender:
Among Total Players 8+
Mobile Console PC Virtual Reality
74%
Males
53%
Males
51%
Males
16%
Males
84%
Females
40%
Females
33%
Females
8%
Females
Mobile PC Console Virtual reality
Gen Alpha and Gen Z
are the biggest users
of PC (54%)
Console (58%)
game play
43%
7% 2%
Boomers/Silent
79% 81%
39% 35%
Gen X
8%
78%
48%
Millennials
55%
18%
77%
Alpha/Gen Z
54% 58%
16%
14 | ESA ESSENTIAL FACTS 2024 ESA ESSENTIAL FACTS 2024 | 15

16 | ESA ESSENTIAL FACTS 2024 ESA ESSENTIAL FACTS 2024 | 17
Among Total Players 8+
Mobile Console
PC
4%
19%
12%
8% 31%
16%
9%
67%
Mobile
36%
Console
53%
PC
12%
Virtual Reality
78%
47%
43%
12%
Mobile
Console
PC
Virtual Reality
Platforms Played Among
U.S. Households:
Gaming Devices Played
Among Individual Players:
Among Total Players 8+
I would say that video games that
are more relaxing and immersive
[and] give me a lot of value, in that
I can escape whatever is going on
in my life.
– Female, 24
78% of players
reported playing on
mobile vs 33% in 2012
of U.S. Households have played at least
one gaming device in the past 12 months
78%
ESA ESSENTIAL FACTS 2024 | 17

ESA ESSENTIAL FACTS 2024 | 19
Games bring people together.
Video games encourage human connection and foster
positivity and openness between players.
74%
of players play with
others, either online
or in person
55%
of players play
with others
weekly
88%
have played
games online
In 1999, only
18%
of players reported
playing “on-line”
helps me feel better and
is something I enjoy.
– Female, 37
Games allow me to connect with
my wife…they really let us just be
ourselves in the midst of our lives
getting crazy and the stress of
adulthood and all that.
– Male, 37
Among Total Players 8+
ESA ESSENTIAL FACTS 2024 | 19 18 | ESA ESSENTIAL FACTS 2024

From families to friends, games unite.
More and more people are playing games together, encouraging
family closeness and improving communication.
Games encourage lasting connections.
Playing video games with friends, family and loved ones fosters
enduring relationships.
82%
of Alpha and Gen Z say that
video game communities are
welcoming
When It Comes To Staying Connected, Players:
% Agree – Among Adult Players 18+
Who Players Are Playing With:
Among Players 18+ Who Play With Others
Friends Spouses/
SOs
Children Other
family
Siblings Parents Online-
only friends
53%
37%
29%
24% 23%
7%
21%
My son and I play games where we can
be creative together, which is really nice
because we can build together or separately
work on a project or communicate.
– Female, 44
70%
of adult players who
play online have used
communication tools like
in-game text and voice chat
to talk to other players.
48%
Say they have met people
through video games they
otherwise would not have met
53%
Agree that playing games
has helped them make
lasting memories
73%
Agree that playing games
can introduce people to
new friends
39%
Agree they have met a
good friend, spouse, or
significant other through
video games
ESA ESSENTIAL FACTS 2024 | 21 20 | ESA ESSENTIAL FACTS 2024

Parents, Kids & Video Games
Games help forge family bonds.
Families who play video games together help strengthen
ties between parents and children.
Parents love games for
their kids because:
Their kids enjoy them.
Video games are a form of
entertainment.
Parents like playing with their kids.
1
3
2
Of Parents Who Play:
51%
play with their kids
at least weekly
83%
play video games
with their children
72%
of parents play
video games
I play with [my son] because it is
an avenue to connect with him
on a deeper level with something
he enjoys. It is way more effective
than asking, ‘How was your day?’
ESA ESSENTIAL FACTS 2024 | 23 22 | ESA ESSENTIAL FACTS 2024

Parents are in the driver’s seat.
Age and content ratings help parents make informed decisions about
which games are appropriate for their family.
Among Parents Whose
Children Play Games:
Games level the playing field and open communication
with your children. You’re learning to develop your
relationship in different ways. They get to see another
part of you, and you can see another part of them and
not have it be an unfamiliar territory.
– Female, 44
Reasons Why Parents Play Video Games With Children:
Among 83% who play with their children
It’s fun for all of us
Great way for family to spend time together
Good opportunity to socialize with my child(ren)
My child asks me to
It helps me monitor what they are playing
58%
51%
49%
4 4%
43%
37%
4,088
Ratings assigned
in 2023
47 % 17%
23%
13%
Note: Includes ratings assigned for boxed (physical) video games and downloadable titles playable on consoles
Note: Ratings numbers provided by the Entertainment Software Rating Board (ESRB).
84% are aware
of ESRB ratings
73% regularly
use ESRB ratings
ESRB Ratings
Assigned in 2023
Of 4,088 ratings
assigned in 2023,
87% were rated
E, E 10+ or T
24 | ESA ESSENTIAL FACTS 2024 ESA ESSENTIAL FACTS 2024 | 25

Purchasing & Spending Trends
The business of games.
The video game industry plays an important role in entertainment
choices—with games offering plenty of bang for their buck.
Top Sources Of Info When Considering
Purchasing A New Game:
% Agree – Among Players 18+
Read or watch player/user reviews
Watch official trailers/promo videos
Ask friends/family for opinions
Play a trial version or demo, if one is available
Search for information on forums or social media
Top 4 Types of In-Game Content
Purchased:
In-Game Currency
Expansion Packs
Skins and Customization Items
Season Pass/Battle Pass
1
3
2
4
Video Streaming Services
46%
Music
44%
Movies
31%
Books, Magazines and the News
30%
63%
of players say video games
offer the most value for the
money, followed by:
54%
54%
51%
50%
49%
Top Three, Among Players 18+
26 | ESA ESSENTIAL FACTS 2024 ESA ESSENTIAL FACTS 2024 | 27

The U.S video game industry is at an exciting crossroad.
Generation Alpha is poised to become the biggest generation
of gamers we’ve seen yet. As they come of age and become
the next generation of video game developers, engineers,
artists and storytellers, the extraordinary potential of video
games to delight, inspire, teach and bring us together will
undoubtedly continue to transform our lives.
– Stanley Pierre-Louis, ESA President and CEO
U.S. Video Game Industry Sales 2002 – 2023:
$0
$10
$20
2002 2023 2022 2021 2019 2017 2015 2013 2011 2009 2007 2004 2020 2018 2016 2014 2012 2010 2008 2005 2006 2003
Sales in Billions
$30
$40
$50
$60
PS4 Release
PS5 and Xbox X/S
Release
Xbox 360
Release
PS3
Release
Nintendo Wii
Release
Nintendo DS
Release
Nintendo Switch
Release
The U.S. video game
industry generated and
supported more than
$101 billion in total
economic impacts.
It contributed nearly
$66 billion to U.S.
GDP in 2023.
Source: Video Games in the 21st Century: The 2024 Economic Impact Report (ESA)
Economic Impact
Total Consumer Spending On Video Games In 2023:
Source: Circana
* Mobile spending provided by Sensor Tower, Inc.
**Digital Sales not included
Note: Inclusion of digital sales in the best-selling title charts is done at the discretion of the participating publisher.
Top Grossing:
Console & PC Full Game
Top Grossing:
Mobile*
1 Hogwarts Legacy MONOPOLY GO!
2 Call of Duty:
Modern Warfare 3 Candy Crush Saga
3 Madden NFL 24 Roblox
4 Marvel’s Spider-Man 2 Royal Match
5 The Legend of Zelda:
Tears of the Kingdom** Coin Master
6 Diablo IV Pokémon GO
7 Call of Duty:
Modern Warfare 2 Gardenscapes
8 Mortal Kombat 1 Jackpot Party –
Casino Slots
9 Star Wars: Jedi: Survivor Township
10 EA Sports FC 24 Evony
Top Video Games In The United States In 2023:
$ 5 7. 2
billion
$6.6 billion on hardware
$48.0 billion on content
$2.6 billion on accessories
ESA ESSENTIAL FACTS 2024 | 29 28 | ESA ESSENTIAL FACTS 2024

Entertainment Software Association
TheESA.com
Founded in 1994, the Entertainment Software
Association (ESA) has served as the voice and
advocate for the U.S. video game industry for more
than 30 years. Its members are the innovators, creators,
publishers and business leaders that are reimagining
entertainment and transforming how we interact, learn,
connect and play. The ESA works to expand and protect
the dynamic marketplace for video games through
innovative and engaging initiatives that showcase the
positive impact of video games on people, culture and
the economy to secure a vibrant future for the industry
for decades to come. For more information, visit the
ESA’s website.
Entertainment Software Rating Board
ESRB.org
The Entertainment Software Rating Board (ESRB) is
the non-profit, self-regulatory body for the video game
industry that assigns age and content ratings to video
games and mobile apps to help parents decide which
are appropriate for their family. ESRB also ensures
companies responsibly market their products, as well as
protect their users’ privacy.
Circana
Circana.com
Circana is the leading advisor on the complexity of
consumer behavior. Through unparalleled technology,
advanced analytics, cross industry data and deep
expertise, Circana provides clarity that helps almost
7,000 of the world’s leading brands and retailers take
action and unlock business growth. Circana understands
more about the complete consumer, the complete
store and the complete wallet, so their clients can go
beyond the data to apply insights, ignite innovation,
meet consumer demand and outpace the competition.
Practice areas include consumer packaged goods,
apparel, appliances, automotive, beauty, books, B2B
technology, consumer technology, e-commerce, fashion
accessories, food consumption, foodservice, footwear,
home, home improvement, juvenile products, media
entertainment, mobile, office supplies, retail, sports, toys
and video games.
Yo u G o v
Today.yougov.com
YouGov is an international online research data and
analytics technology group. Our mission is to offer
unparalleled insight into what the world thinks. Our
innovative solutions help the world’s most recognized
brands, media owners and agencies to plan, activate and
track their marketing activities better. With operations in
the UK, the Americas, Europe, the Middle East, India and
Asia Pacific, we have one of the world’s largest research
networks. At the core of our platform is an ever-growing
source of connected consumer data that has developed
daily over our 20 years of operation. We call it living
data. All of our products and services draw upon this
detailed understanding of our 24+ million registered
panel members to deliver accurate, actionable consumer
insights. As innovators and pioneers of online market
research, we have a strong reputation as a trusted source
of accurate data and insights. Testament to this, YouGov
data is regularly referenced by the global press, and we
are the most quoted market research source in the world.
Sensor Tower
Sensortower.com
Sensor Tower is the leading provider of market
intelligence & digital advertising for the mobile &
digital economy. Founded in 2013 and based in San
Francisco, Calif., Sensor Tower provides enterprise-level
data on mobile apps and publishers through our Store
Intelligence, Ad Intelligence, Usage Intelligence, and App
Intelligence platforms, which offer download, revenue,
creatives, advertising insights and engagement metrics
at unparalleled accuracy for the world’s largest digital
economies. For more information, visit sensortower.com.
ESA & Our Partners
YouGov conducted a 20-minute online survey in the U.S. from October 23-31 among 5,000 total
respondents recruited from their proprietary online panel.
• n=4,000 Players (including n=748 Kids/Teens and n=3,252 Adults) who spend at least 1 hour/week playing
video games on a smartphone, tablet, PC, console, or VR headset
• n=1,000 Non-Players (Adults) who either don’t play video games, or spend less than 1 hour/week playing
Data is weighted to be representative of the overall U.S. population in terms of age, gender, ethnicity, education,
census region, and the distribution of players vs. non-players, as defined above. 18+ respondents were asked
about all members of their household in order to size players as young as 5 years old. Players aged 8-17 were
asked to complete the survey under the supervision of a parent.
YouGov also conducted a 5-day digital ethnography that captured real-time qualitative insights from 20 gamers
aged 22-53. Open ends, polls, video responses, short interviews and other questions formats were used to
understand their experiences while playing, as well as their thoughts on the industry, specific genres, and more.
Methodology
ESA Members
AMAZON
BANDAI NAMCO ENTERTAINMENT
CAPCOM U.S.A.
DISNEY
ELECTRONIC ARTS
EPIC GAMES
KONAMI OF AMERICA
KRAFTON
MICROSOFT CORPORATION
NETFLIX
NEXON AMERICA
NINTENDO OF AMERICA
RIOT GAMES
SONY INTERACTIVE ENTERTAINMENT
SQUARE ENIX
TAKE-TWO INTERACTIVE SOFTWARE
TENCENT AMERICA
UBISOFT
WARNER BROS. GAMES
WIZARDS OF THE COAST
ESA ESSENTIAL FACTS 2024 | 31 30 | ESA ESSENTIAL FACTS 2024

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