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2026 Essential Facts About the U.S. Video Game Industry

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ESSENTIAL FACTS
About the U.S. Video Game Industry
Entertainment Software Association

Foreword 5
A merica Plays
6
P layer Attitudes & Behaviors
10
P layer Communities
22
A merican Families Play Together
28
B usiness of Games
34
M ethodology
41
E SA Members
42
E SA & Our Partners
43
CONTENTS
CONTENTS
3
ESA ESSENTIAL FACTS 2026
2

Several years ago, the Entertainment Software Association adopted a new tagline: Everyone
Plays. The expression was inspired, in part, by the results of our annual Essential Facts About
the U.S. Video Game Industr y report. Year after year, we see a growing number of Americans
joining in on the fun of gameplay, shaking up stereotypes about who is and who can be a ”gamer.”
This year’s report is no different.
Today, more than 212.3 million Americans play video games regularly —that’s more than two
in three Americans who turn to video games to relax and unwind, connect with friends and family,
or exercise their brains in an effort to keep their minds sharp.
Today’s players are comprised of men and women at nearly equal rates. There are players from
every generation, and the average player is now 37 years old . Kids still love to play games, of
course, but more adults play than ever before. In fact, about one in three of the Silent Generation
(80+) play their favorite video games every week.
For many households, playing video games has become a regular and invaluable way to
engage, upgrading passive screen time with memorable moments for adults and kids alike.
Three-quarters of American parents play video games, and 81% of parent players say they play
video games with their kids .
Our 2026 report not only examines who plays , but also takes a closer look at why, how, and
when Americans play, as well as with whom they are playing . There are more gameplay options
than any other time in history, which players can access from mobile devices, consoles, PCs,
and VR headsets. Players can choose from a variety of genres and titles across those platforms,
meaning there truly is a game for everyone .
It’s clear from this year’s report that video games make life more fun. Take a look for yourself
and discover why everyone plays .
Sincerely,
Stanley Pierre-Louis
President & CEO
Entertainment Software Association
FOREWORD
FOREWORD
5
ESA ESSENTIAL FACTS 2026
4

Percentage of the U.S.
population who report
playing video games
1+ hours a week
67%
AMERICA PLAYS
Americans (ages 5-90) play video games
212.3 million
Video games are one of America’s favorite
forms of entertainment, bridging ages,
genders, regions, and ethnicities.
Average Player
Age
37
Under 18
18-34
35-49 50+
29%
29%
20% 21%
Percentage of Americans Who Play Video Games 1+ Hours Per Week
(Any platform)
63%
84%
83% 82%
71%
56%
50%
32%
Adults(Ages 18-90) Kids(A ges 5 -17 ) Alpha(A ges 5 -13) Gen Z(Ages 14-29) Millennials(Ages 30-45) Gen X(Ages 46 – 61) Boomers(Ages 62-80) Silent(Ages 81-90)
AMERICA PL AYS
7
ESA ESSENTIAL FACTS 2026
6

Percentage Who Play Video Games 1+ Hours Per Week Generation by Gender
Alpha
(A ges 5 -13)
Gen Z
(Ages 14-29)
Millennials
(Ages 30-45) Gen X
(Ages 46 – 61)
Boomers
(Ages 62-80)
MaleFemale MaleFemale MaleFemale MaleFemale MaleFemale MaleFemale
Silent
(Ages 81-90)
89%
78% 91%
73% 78%
63% 58%54%
47 %52%
35%30%
1% non-binary/prefer not to say
2% did not wish to answer
*Question allows for more than one answer
46%
Female
53%
Male
53%
46%
Player Gender
Among all players
White/Caucasian
Hispanic
Black/African American
Native American/Alaskan Asian/Pacific Islander
2%4% 15%22%
68%
Ye s
No 11%
87%
LGBT+ Self-Identification of Players
Among total players age 18+
Ethnicity of Adult Players
Among total players age 18+
AMERICA PL AYS
9
ESA ESSENTIAL FACTS 2026
8

PLAYER ATTITUDES & BEHAVIORS
The top two reasons that Americans play
video games are to relax and to have fun. Older
generations also play to keep their minds sharp.
Motivations for Playing Video Games
Among total players age 18+
Motivations for Play – By Generation and Gender
Among total players age 18+
Pass the time or relax Have fun
Use my brain/keep my mind sharp
Gen Z
Gen Z
Gen Z Millennials
Millennials
Millennials Gen X
Gen X
Gen XBoomers/Silent
Boomers/Silent
Boomers/Silent Male
Male
MaleFemale
Female
Female
Pass the time or relax
Have fun
Use my brain/keep my mind sharp
15%
70%
60%
24%72%
62%
40%63%
71%
60%54% 74%
27%
68%
64%
39%
63%
68%
32%
66% 66%
PLAYER ATTITUDES & BEHAVIORS
11
ESA ESSENTIAL FACTS 2026
1 0

Video games are fun–and America knows it! Even
non-players say that games support mental, social,
and emotional health.
Benefits of Playing Video Games
Percentage agree – Among total adults age 18+
Skills Developed Through Video Games
Percentage agree – Among total adults age 18+
Leadership skills 46%
Conflict resolution skills 48%
Inclusive attitudes towards different groups of people 48%
Communication skills 52%
Science, Technology, Engineering, Art, Math (STEAM) skills 53%
Adaptability and resilience 58%
Teamwork & collaboration skills 67%
Problem-solving skills 76%
Players Non-Players
60%
50% 38%
36%33%
30% 32%26%
86%
77%
69%
64% 63%
58%
58% 57%
Gen Z Millennials Gen X
Among players 18+
Boomers/Silent
Provide mental stimulation 79% 89% 88% 87%
89% 88% 64%
Can be educational 74% 85%87% 80%
80%84%
58%
Bring different types of people together 70% 88% 84% 74%
61%78%
56%
Create a feeling of community 60% 87% 79% 61%
45%70%
42%
Inspire people 54% 80% 76% 53%
38%64%
36%
Bring people joy through play 81% 92% 92% 89%
81% 89% 66%
Provide accessible experiences for
people with different abilities 74% 87% 85% 80%
75%83% 60%
Help improve cognitive skills 73% 84% 84% 82%
83%83%
55%
Introduce people to new friends
and new relationships 63% 87%78% 63%
50%72%
47%
Promote social interaction 57% 79% 72% 58%
50%66% 40%
Are fun 85% 93% 96% 94%
93%94%68%
Provide stress relief 78% 88% 92% 85%
83%88% 60%
Can be a great way to spend free time 73% 90% 88% 84%
79%86%
51%
Help improve creative skills 64% 84% 80% 67%
63%75%
4 4%
Players Non-Players
PLAYER ATTITUDES & BEHAVIORS
13
ESA ESSENTIAL FACTS 2026
1 2

Puzzle, arcade, and action games are the
overall favorite genres among Americans.
Genres Played Regularly in Past Year
Among total players age 8+
Racing & Vehicle Simulation
Gen Z Millennials
Alpha Gen XBoomers/Silent MaleFemale
40%28%
31% 13% 2% 32% 17% Fighting 25%
30%37%30% 16% 6% 36% 14% Sports 26%
42%35%
35% 21% 12% 39% 22% Strategy 31%
43% 36%
38% 22% 12% 29% 34% Simulation 32%
41%40%
45% 19% 9% 38% 25% 32%
47%4 4%
35% 23%7%42%24% Role Playing 34%
29% 31%
21% 4 4%53% 31% 41% Skill & Chance 35%
57%43%
41% 21% 9% 50% 23% Shooter 37%
60%51%
60% 25%10% 53% 32% Action 43%
57%47%
67% 35%21% 47%4 4% Arcade & Other 46%
51%58%
54% 67%74% 49% 71% Puzzle 59%
of U.S. households have played
at least one video game device in the past 12 months
Platforms Played Among Total U.S. Households
Mobile PCConsoleVirtual Reality
73%
52%44%
10%
83%
PLAYER ATTITUDES & BEHAVIORS
15
ESA ESSENTIAL FACTS 2026
1 4

Video Game Platforms Played Among Individual Players
Among total players age 8+
Alpha
(A ges 5 -13)
Gen Z
(Ages 14-29)
Millennials
(Ages 30-45)
Gen X
(Ages 46-61)
Boomers/Silent
(Ages 62-90)
Male
Female
81% 80%
75%84% 84%
87%
75%
72% 67%
59%
28% 7% 58%
38%
17%14%
9%
4% 11%
2% 8%
56%
39% 45% 51%
36%
39%
30%
Mobile PCConsoleVirtual Reality
Platform Crossover of Individual Players
Among total players age 8+
Mobile Console
PC
21%
13%
31% 15%
6%
4%
9%
PLAYER ATTITUDES & BEHAVIORS
17
ESA ESSENTIAL FACTS 2026
1 6

Share of Playing Time by Day of the Week
Among total players age 8+
For most players, playing video games
is reserved for the evenings, nights,
and weekends.
Gen ZMillennials
Alpha Gen XBoomers/Silent MaleFemale
17% 17%
20% 16% 14% 17% 16% 17% Sunday
Saturday
24%
23%
27% 21% 18% 22% 23% 22%
17% 16%
16% 16%15% 16% 16% Friday 16%
11% 11%
9% 12%14% 11% 12% Thursday 11%
11% 11%
9% 12% 13% 11% 11% Wednesday 11%
11% 11%
9% 11% 13% 11% 11% Tuesday 11%
11% 11%
9% 11% 13% 11% 11% Monday 11%
Time of Day for Playing Video Games
Among total players age 8+
Late night (12am-6am)Night (9pm-12am)
Evening (6pm-9pm)
Afternoon (2pm-6pm)
Midday (11am-2pm)
Morning (6am-11am)
To t a l
AlphaGen ZMillennials Gen X Male
Boomers/
Silent Female
10%
33%
21%
33%
33%
33% 33%
34%
34%
10%
10%
8%
3% 9%
9%
9%9%
23% 8%
8%
24%8% 8%
7%
7%
7%
6%
20%
20%
20%
21%
21%
5%
19%
18%
18%
40% 30%
19%
19%
17%
9%
9% 10%10% 10%
12% 15%
10%
PLAYER ATTITUDES & BEHAVIORS
19
ESA ESSENTIAL FACTS 2026
1 8

Video Game Players Who Believe Playing the Game Version of Sports Improves Their Real-Life Performance
Among players age 18+ who play a video game version of the sport
32% 38% 19%11%
Yes, a lot Yes, a moderate amount Yes, a little No, it
doesn’t
help at all
Top 5 Sports Played by Video Game Players in Real Life
Among the 35% of players age 18+ who play sports
Through sports video games, players can
simulate real-life scenarios and build
skills that extend beyond the screen.
of players age 18+
play sports
35%
Football
Golf
Soccer
Basketball
Tennis 10%6%
14%
23%
6%
Players are finding that the video games they love can
lead them to a new show or soundtrack, while other forms
of entertainment can introduce them to a new game.
Past Year Video Game Discovery
Among total players age 18+
Discovered a new song because of a video game I played 24%
Discovered a TV show or movie to watch because of a video game I like to play 21%
Discovered a video game because of a TV show or movie I watched 19%
Millennials Male
Gen Z
Boomers/Silent Gen X
Female 30%
29% 42%
4% 12%
19%
Millennials
Male
Gen Z
Boomers/Silent Gen X
Female 24%
24% 36%
5% 12%
17%
Millennials
Male
Gen Z
Boomers/Silent Gen X
Female 24%
22% 33%
5% 9%
16% say playing the game version of a sport
improves real-life performance!
89%
PLAYER ATTITUDES & BEHAVIORS
21
ESA ESSENTIAL FACTS 2026
2 0

P L AY E R
COMMUNITIES
37%
have met a good friend, spouse, or
significant other through video games
49%
say games help them stay
connected to friends and family
47%
have met people through
video games they otherwise
would not have met
55% say games m ake lasting memories
say there is a
video game for everyone!
82%
The social value of games is undeniable.
Total Players Age 18+:
Games bring people together.
of players age 8+ play
video games with others
at least weekly
of those players age 8+ play
video games online with
friends they know in person
of players age 8+ have played
with others (online or offline)
62%
70%
PLAYER COMMUNITIES
23
ESA ESSENTIAL FACTS 2026
2 2

Of those who play with others…
of Gen Alpha plays with their parents
50%
of players age 18+
play with a spouse or significant other
32%
of parents play with their kids
69%
Others I
Don’t Know Online Friends
Online-only
friends Siblings
Other
family Spouses/
Significant Others Children Parents
Grand-
children
80%
62%
38% 31%27% 24%
20%
15%
1%
Who Do Players Typically Play With?
Among 70% of players age 8+ who play with others
Percentage of Players Who Have Ever Played Games with Others Online or Offline
Among total players age 8+
91%
76% 76%
89%
51%35% 64%
Alpha
Gen ZMillennials Gen XBoomers/
Silent Male
Female
PLAYER COMMUNITIES
25
ESA ESSENTIAL FACTS 2026
2 4

Top 5 Reasons Players Communicate With Others Online
Among total players age 8+ who communicate online
Improve their gameplay
Be part of a community/spend time with friends
Get information about games they play
Learn new skills
Find new games to play
How Do Players Typically Communicate While Playing Online?
Among total players age 8+ who communicate online
Discord (text or voice chat)28%16%
Platform/in-game voice chat
52%36%
Platform/in-game text chat 58%35%
Over audio/video service 23%11%
Have Used Most Preferred
In-game communication helps players
improve their gameplay and foster a
sense of community.
of online players age 8+ have
used communication tools like
in-game text and voice chat to
talk to others while playing
72%
Male
Female
Boomers/Silent
Gen X
Millennials Gen Z
Alpha
85%
90%
79%
51%
79%
35%
63%
Players Who Use In-Game Communication Tools by Gender and Generation
Among total players age 8+ who communicate online
PLAYER COMMUNITIES
27
ESA ESSENTIAL FACTS 2026
2 6

AMERICAN FAMILIES PLAY TOGETHER
Top Three Reasons Parents Love Video Games for Their Kids
Their kids
enjoy it Video games teach their kids skills They enjoy playing
together as a family
Reasons Why Parents Play Video Games With Their Children
Among 75% who play with their children
Video games are fun for the whole family.
of parents play video games 75%
and of those who do:
of parents who play video games
play with their children weekly
52%
have played video games
with their children
81%
Great way for family to spend time together
It helps me monitor what they are playingI enjoy playing as much as my child does
Good opportunity to socialize with my child(ren)
It’s fun for all of us
My child asks me to
63%
54%
43% 53%
41% 47 %
AMERICAN FAMILIES PLAY TOGETHER
29
ESA ESSENTIAL FACTS 2026
2 8

For 30+ years, the ESRB has helped families make
informed choices about which video games are
appropriate for their children.
Source: ESRB
NOTE: Includes ratings assigned for boxed (physical) video games and downloadable titles playable on consolesRatings numbers provided by the Entertainment Software Rating Board (ESRB)
ESRB Ratings Assigned in 2025
52%
15%
23%
10%
In 2025, 90% of the 6,761 ESRB ratings assigned
were E, E10+, or T.
of parents whose kids play video games
say that they are aware of ESRB ratings
83%
Most parents say that all three parts of
the ESRB rating system are extremely or
very important when deciding on video
games for their family.
Ratings
Category Content
Descriptors Interactive
Elements
84% 85%
76%
of parents say they check the age
rating “every time” or “most of the time” when buying or downloading a new game for their children
of parents say they use parental controls on a video game device
77%
79%
AMERICAN FAMILIES PLAY TOGETHER
31
ESA ESSENTIAL FACTS 2026
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More than two thirds of parents say ESRB
ratings and content descriptors help them to
better understand what their kids see when
playing video games compared to social media
7 in 10 of all parents say playing video games offers more
potential benefits for their children compared to social media
of all parents prefer their child
spend time playing video games than on social media
73%
AMERICAN FAMILIES PLAY TOGETHER
33
ESA ESSENTIAL FACTS 2026
3 2

BUSINESS OF GAMES
Total Consumer Spending on Video Games in 2025
Source: Circana
$60.7
billion
$52.3 billion on content
$5.4 billion on hardware
$2.95 billion on accessories
Video games have been an important driver of the
U.S. economy for decades, now outpacing consumer
spending on
m
ovies, TV, and music combined.
Top Games in the United States in 2025
Console & PC Full Game – Top Grossing Mobile – Top Grossing
Rank Title Rank Title
1 Battlefield 61 MONOPOLY GO!
2 NBA 2K26 2 Royal Match
3 Borderlands 4 3 Last War: Survival
4 Monster Hunter: Wilds 4 Candy Crush Saga
5 Call of Duty: Black Ops 7 5 Whiteout Survival
6 EA Sports Madden NFL 26 6 Township 7 EA Sports College Football 26 7 Clash Royale
8 EA Sports FC 26 8 Roblox
9 The Elder Scrolls IV:
Oblivion Remastered 9 Coin Master
10 Call of Duty: Black Ops 6 10 Gossip Harbor: Merge & Story
U.S. Video Game Industry Sales, 2002-2025 (in billions)
$11.7 $11.2 $11.4$13.3 $18.6
$21.6
$20.2 $26.2
$26.3
$25.4 $28.4
$24.8 $30.2
$30.0 $36.3 $42.7
$45.1$58.2
$61.7
$ 5 7. 7$59.7
$59.9 $60.8
$11.0
Nintendo DS Release Xbox 360
ReleaseNintendo Wii and PS3
Release PS4 and Xbox One
Release Nintendo Switch
Release PS5 and Xbox X/S
Release Nintendo Switch 2
Release
BUSINESS OF GAMES
35
ESA ESSENTIAL FACTS 2026
3 4

Most players agree that video games offer
one of the best values for the money. 69%71%
75%
54%50% 55%
Gen Z
Video Games
MillennialsGen XBoomers/
Silent Male
Female
47%
47%
54%
45%39% 46%
Gen Z
Millennials Gen XBoomers/
Silent Male
Female
26%
26%
24% 31%39%
33%
Gen ZMillennials Gen XBoomers/
Silent Male
Female
50%
45%
47% 49%
47% 52%
Gen Z
Millennials Gen XBoomers/
Silent Male
Female
30% 31%
32% 33%
28% 30%
Gen Z
Millennials Gen XBoomers/
Silent Male
Female
Video
Streaming Services
Music
Movies Books,
Magazines,
News Articles
29% 33%
16% 47 %
16% 48%
31%
19%
17% 23%
38%
Video Games (Net)
Video Streaming Services Music (Net)
Movies (Net)
Books, Magazines, News Articles
Free-to-play computer or video games Purchased computer or video games
Music streaming servicesPurchased movies
Video game subscription services
Purchased music
Going out to movies
63%
Entertainment with the Most Value for the Money
Percentage agree – among total players age 18+
BUSINESS OF GAMES
37
ESA ESSENTIAL FACTS 2026
3 6

Season Pass/Battle Pass
Randomized content packs Additional maps/levels
Skins or customization items
In-game currency
Expansion packs
15% 19% 26%
26% 27% 34%
Types of In-Game Content Purchased
Among total players age 8+
From cosmetic items to downloadable content, players
increasingly embrace in-game purchases as a way to
personalize and enhance their playing experience.
Millennials
Male
Gen Z
Boomers/Silent Alpha
Gen X
Female 67%
65% 78%
22%
69%
41%
50%
of players age 8+ have ever
purchased in-game content
58%
33% 58%
14%8% 18%
25%
10%
24%
43%
Purchased a Game
Physical
Copy Digital
Copy Free
Download Borrowed/
Tr a d e d Gaming
Library Title
specific
(from someone
I know)
Borrowed/Rented Console
Online
Membership
(from service
or library)
35% Purchased a Game Subscription
How Players Acquired Games in the Past 12 Months
Among total players age 8+
BUSINESS OF GAMES
39
ESA ESSENTIAL FACTS 2026
3 8

METHODOLOGY
Most Important Game Attributes When Considering a New Game
Among total players age 18+
Includes offline multiplayer 13%
Includes online multiplayer 15%
Is based on an existing brand or IP I know and like 16%
Is from a game publisher or developer I know and like 20%
Is part of a game series I know and like 30%
Includes single player gameplay 37%
Quality of the graphics 37%
The game’s genre 41%
Interesting story/premise 41%
Quality of gameplay 47%
Price 52%
Parents are in charge when it comes
to in-game purchases.
of parents have purchased
in-game content for their children
of parents who have purchased in-game
content for their children require
approval for purchases
93%
54%
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 conducted a 20-minute online survey
in the U.S. from February 11-25, 2026 among
13,545 total respondents recruited from their
proprietary online panel.
n=9,932 Gamers (including n=1,961 Kids/Teens,
n=7,971 Adults) who spend at least 1 hour/week
playing video games on a smartphone, tablet, PC,
console, or VR headset
n=3,613 Non-Gamers (Adults) who either don’t play
video games, or spend less than 1 hour/week playing
METHODOLOGY
41
ESA ESSENTIAL FACTS 2026
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ESA MEMBERS
Amazon
Atari
Bandai Namco Entertainment
Capcom U.S.A.
Disney
Electronic Arts
Epic Games
Konami Digital Entertainment, Inc.
Mattel
Microsoft Corporation
Netflix
Nintendo of America
Riot Games
Roblox
Sony Interactive Entertainment
Square Enix
Take-Two Interactive
Tencent America
Ubisoft
Warner Bros. Games
Wizards of the Coast
ESA & OUR PARTNERS
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 
o
r follow the ESA on X @theESA or Instagram @ theesaofficial.
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 a leader in providing technology, AI, and
data to fast-moving consumer packaged goods
companies, durables manufacturers, and retailers
seeking to optimize their businesses. Circana’s
predictive analytics and technology empower
clients to measure their market share, understand
the underlying consumer behavior driving it, and
accelerate their growth. Circana’s Liquid Data®
technology platform is powered by an expansive,
high-quality data set, and intelligent algorithms
trained on six decades of domain expertise. With
Circana, clients can take immediate action to
future-proof and evolve their growth strategies
amid an increasingly complex, fast-paced, and
ever-changing economy.
Learn more at circana.com.
Yo u G o v
business.yougov.com
YouGov is a global research data and analytics
group. Our mission is to offer unparalleled insight
into what the world really thinks and does. With
operations in the Americas, Mainland Europe, UK
and Asia Pacific, we have one of the world’s largest
research networks.
Above all, YouGov is powered by reality. That
stems from a unique panel of millions of registered
members across 64 markets, encapsulating some 18
million shopping trips and millions of interconnected
data points. Our unique approach to recruiting
and engaging with our panel, combined with our
state-of-the-art technology platforms, enables us
to deliver real-world, real-time insights that lead to
better decision-making and a competitive advantage
for our clients.
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 consistently one of the
most quoted market research sources in the world.
To learn more, please visit yougov.com.
Sensor Tower
sensortower.com
Sensor Tower is a global provider of digital
intelligence solutions, empowering companies
to understand consumer behavior and market
performance across mobile apps, digital platforms,
and gaming ecosystems. Headquartered in San
Francisco, Sensor Tower’s insights are trusted by
more than 2,500 enterprises worldwide.
For more information, visit sensortower.com.
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ESA ESSENTIAL FACTS 2026
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