ESA's annual data reveals that the cultural and socio-emotional influence of video games remains strong across generations.
Washington, May 16, 2024 /PRNewswire/ — The Entertainment Software Association (ESA) today released its annual report. Important facts about the US video game industry report. The 2024 report details the number of Americans who play video games and provides qualitative insights into the positive impact of gaming across all demographics, including race, gender, ethnicity, and age. Offered for the first time. This year's report also includes children ages 5 to 17 in quantitative data for the first time.
of Key facts about the US video game industry in 2024 According to the report, 61% of Americans between the ages of 5 and 90 play video games, which means approximately 190.6 million people play games for at least an hour each week. US. The average player's age is 36 years old, and the average adult player has been playing for 17 years. This shows that video games are an enduring pastime and source of entertainment for many players, rather than a fad or a childhood hobby. Positive feelings toward video games remain strong among all Americans, not just those who play video games, as do perceptions of the mental and social benefits of video games.
“Video games have been ingrained in American life and culture for generations,” he said. Stanley Pierre-Louis, President and CEO of ESA. “Players of all ages, backgrounds, and abilities are embracing the positive feelings that video games bring to their lives. The games we play and the way we play them evolve over time, but remain consistent. It's about how video games improve our lives. They inspire us and bring us closer together.”
highlights of Important facts for 2024 The report includes:
Video game players reflect the diversity of American society.
- The gender split between male and female players is still about 50-50. 53% of video game players identify as male, 46% identify as female, and about 1% choose non-binary or do not want to identify in the survey.
- Among 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 believed to contribute to the social and emotional well-being of people of all ages.
- A majority of U.S. adults (79%) agree that video games bring people joy, mental stimulation (77%), and stress relief (76%).
- Most players (77%) believe video games provide mental stimulation, with Baby Boomers and Silent Generations most likely to agree with this statement (92%), while Gen Z ( 84%).
- Among adults, using video games to relax (68% of players) and have fun (67% of players) are the top motivations for playing video games.
- Almost three-quarters of American adults agree that video games can help improve cognitive skills (73%) and provide an accessible experience for players of various abilities (74%).
- U.S. adults also agree that video games teach problem-solving (73%), teamwork and collaboration (64%), adaptability (59%), conflict resolution (47%), and communication (51%) skills doing.
Gen Alpha and Gen Z are emerging as an avid group of players who enjoy gameplay in a variety of ways.
- Generation Alpha (ages 5-10) is the generation with the highest percentage of video game players. 79% of Gen Alphas play weekly, compared to 56% of adults 18+.
- The most popular game genres played by Gen Alpha are arcade (64%), action (60%), and puzzle (56%).
- Gen Alpha and Gen Z are the largest users of consoles (58%) and PCs (54%) to play video games.
Video games bring Americans together, helping them build 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 fun as their top reason for playing together.
- Across all age groups, 55% of players play with other players weekly.
- When it comes to staying connected, adult players agree that video games introduce people to new friends and relationships (73%), help them create lasting memories (53%), and encourage them to be good friends, spouses, or lovers. (39%) agree that they were able to meet (39%) ).
2024 mark 30 of ESAth This anniversary serves as a voice for the U.S. video game industry.This year's important facts This report includes retrospective facts from previous years' reports that shed light on the evolution of who plays video games and how they are played.
- In 2004, the average age of a video game player was 29 years old. Currently, the average player is 36 years old.
- Since 2012, the number of people playing video games on mobile devices has increased from 33% to 78% by 2024.
- In 1999, only 18% of players reported playing “online.” Today, nearly 90% of people enjoy some form of online gameplay.
- Older generations are increasingly playing video games. In 1999, only 9% of players were over 50 years old. After 25 years, 29% have.
- US video game industry sales have increased significantly. In 2002, the industry reported: $11.7 billion In consumer spending. In 2023, the numbers will add up $57.2 billion.
About ESA
Founded in 1994, the Entertainment Software Association (ESA) has served as the voice of the U.S. video game industry for more than 30 years. Its members are innovators, creators, publishers and business leaders who are reimagining entertainment and transforming the way we interact, learn, connect and play. ESA expands and protects the dynamic market for video games through innovative and engaging initiatives that demonstrate the positive impact video games have on people, cultures and economies, and keeps the industry vibrant for decades to come. We are committed to securing a fulfilling future. For more information, visit the ESA website or follow ESA on X. @ESA or on Instagram @theesaofficial.
About YouGov
YouGov is an international online survey data and analytics technology group. Our mission is to provide unparalleled insight into what the world is thinking. Our innovative solutions help the world's most recognizable brands, media owners, and agencies better plan, activate, and track their marketing efforts. We operate in the UK and the Americas, Europe, middle east, India and Asia Pacific, we have one of the world's largest research networks. At the core of our platform are ever-growing sources of connected consumer data that have evolved daily over our 20 years of operation. We call it living data. All of our products and services leverage the detailed understanding of more than 24 million registered panel members to deliver accurate, actionable consumer insights. As an innovator and pioneer in online market research, we have earned a reputation as a trusted source of accurate data and insights. As proof of this, YouGov data is regularly referenced by the world's news organizations and we are the world's most cited source of market research information.
Key facts about the US video game industry methodology in 2024
YouGov and ESA conducted a 20-minute online survey in the US. October 23rd to 31st Out of a total of 5,000 respondents recruited from YouGov's own online panel. Data is weighted to be representative of the entire U.S. population with respect to age, gender, ethnicity, education, census region, and distribution of gamers who play video games for at least one hour per week on smartphones, tablets, PCs, and consoles. I am. , or a comparison of VR headsets and non-gamers. Respondents over the age of 18 were asked about their entire family to get an idea of the size of gamers up to the age of five. Gamers between the ages of 8 and 17 were asked to complete a survey under parental supervision.
Source Entertainment Software Association