Annual data from the ESA reveal video games'
cultural and social emotional impact holds strong across
generations.
WASHINGTON, May 16, 2024
/PRNewswire/ -- The Entertainment Software Association (ESA) today
released its annual Essential Facts About the U.S. Video Game
Industry report. The 2024 report details the number of
Americans playing video games and for the first time provides
qualitative insights into the positive impact of games across all
demographics, including race, gender, ethnicity and age. This
year's report also marks the first time that children ages 5-17 are
included in the quantitative data.
The 2024 Essential Facts About the U.S. Video Game
Industry report shows that 61% of Americans ages 5-90 play
video games, meaning approximately 190.6 million people play games
at least one hour each week in the United
States. The average player is 36 years old, and the average
adult player has been playing for 17 years, demonstrating video
games are a permanent pastime and source of entertainment for many
players, not a fad or childhood hobby. Positive sentiment
toward video games remains strong amongst all Americans, not just
those who play, as does the recognition of the mental and social
benefits of video games.
"Video games have been a fixture in American life and culture
for generations," said Stanley
Pierre-Louis, President and CEO of the ESA. "Players of all
ages, backgrounds and abilities are embracing the positivity that
video games bring to their lives. While the games we play—and how
we play them—evolves over time, what remains consistent is how
video games enhance our lives in ways that inspire us and bring us
closer together."
Highlights from the 2024 Essential Facts report
include:
Video game players reflect the diversity of American
society.
- The gender split of male and female players remains at about
half-and-half – 53% of video game players identify as male, 46%
identify as female and approximately 1% selected non-binary or
preferred not to identify for the survey.
- Of American adults who play video games, 75% are White, 19% are
Hispanic, 12% are Black, 4% are Asian/Pacific Islander and 3% are
Native American.
Video games are widely viewed as contributing to social and
emotional wellbeing across all age groups.
- A large majority of U.S. adults (79%) agree that video
games bring people joy, provide mental stimulation (77%) and stress
relief (76%).
- Most players (77%) believe video games provide mental
stimulation, with Boomers and the Silent Generation most likely to
agree with this sentiment (92%) vs. Gen Z (84%).
- Among adults, using video games to relax (68% of players) and
to have fun (67% of players) are the top motivators to play.
- Nearly three-quarters of American adults agree video games can
help improve cognitive skills (73%) and provide accessible
experiences for players with different abilities (74%).
- U.S. adults also agree that video games can teach
problem-solving (73%), teamwork and collaboration (64%),
adaptability (59%), conflict resolution (47%) and communication
(51%) skills.
Generation Alpha (Gen Alpha) and Generation Z (Gen Z) are
emerging as enthusiastic player cohorts and enjoy game play in a
wide variety of ways.
- Gen Alpha (age 5-10) is the generation with the highest
percentage of video game players – 79% of Gen Alpha plays weekly,
compared to 56% of adults 18 and older.
- The most popular game genres played by Gen Alpha are arcade
(64%), action (60%) and puzzle (56%).
- Gen Alpha and Gen Z are the biggest users of consoles
(58%) and PCs (54%) to play video games.
Video games bring Americans together and help develop and
maintain connections with friends and family.
- 72% of American parents play video games and 83% of them play
video games with their children. Parents cite quality family time
and shared enjoyment as the top reasons to play together.
- Across all ages, 55% of players play with others on a weekly
basis.
- When it comes to staying connected, adult players agree that
video games introduce people to new friends/relationships (73%),
help make lasting memories (53%) and have allowed them to meet a
good friend, spouse or significant other (39%).
2024 marks the ESA's
30th anniversary serving as the voice and advocate for
the U.S. video game industry. This year's Essential Facts
report includes retrospective facts from reports of years past that
shed light on the evolution of who plays and how we play video
games:
- In 2004, the average video game player was 29 years old. Today,
the average player is 36.
- Since 2012, those who play video games on their mobile device
has grown from 33% to 78% in 2024.
- In 1999, only 18% of players reported playing "on-line". Today,
nearly 90% enjoy some form of online gameplay.
- Older generations are enjoying video games at increasing rates.
In 1999, only 9% of players were aged 50+. Twenty-five years later,
29% are.
- U.S. video game industry sales have grown significantly. In
2002, the industry reported $11.7
billion in consumer spending. In 2023, that number totaled
$57.2 billion.
About the ESA
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 or follow
the ESA on X @theESA or Instagram @theesaofficial.
About YouGov
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.
2024 Essential Facts About the U.S. Video Game Industry
Methodology
YouGov and ESA conducted a 20-minute online survey in the US
from October 23-31 among 5,000 total
respondents recruited from YouGov's proprietary online panel. Data
is weighted to be representative of the overall US population in
terms of age, gender, ethnicity, education, census region, and the
distribution of gamers who spend at least 1 hour/week playing video
games on a smartphone, tablet, PC, console, or VR headset vs.
non-gamers. 18+ respondents were asked about all members of their
household in order to size gamers as young as 5 years old. Gamers
aged 8-17 were asked to complete the survey under the supervision
of a parent.
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SOURCE Entertainment Software Association