It’s crazy to think that gaming was seen as something that only nerds and geeks used to partake in, but the perception of gaming has changed significantly over the past 20+ years and now, it’s more or less accepted for the average person to be a gamer.
But just how has the gaming industry developed over the last 2 decades and what’s in store in the future? Well let’s find out the trends and potential future outcomes from our compiled stats and data from various sources such as Statista, eMarketer, KPMG, etc.
Our Top 10 Stat Picks
- Gaming population grew from 200 million in 2000, to a projected 3.5 billion people by the end of 2026, almost 43% of the world population.
- Asia & Pacific has the most amount of gamers, at 1.58 billion, currently about 57.3% of the global total.
- China leads the world with the most amount of gamers, at a stagerring 699 million gamers, whereas the U.S has 209 million.
- Philippines has the gaming highest penetration rate at 96.6%, followed by Indonesia (96.4%) and India (94.3%).
- Global gaming market value is expected to reach $211 billion at the end of 2026.
- Mobile gaming rakes in most of the money, with over $103.5 billion total revenue so far in 2026, which is around 49% of total gaming industry revenue.
- Asia-Pacific generates 49% of global gaming revenue and sales, led by the huge markets in China, Japan, and South Korea.
- The average gamer is 36 years old, contrary to belief that teenagers and young adults are mostly the gamers.
- The number of male and female gamers are mostly even, with male taking 53% whereas female 47%.
- Esports audience is expected to be 640 million at the end of 2026, with revenues from eSports scene reaching $1.8 billion
Number of Gamers Worldwide
In 2000, there was an estimated of only 200 million gamers, but by the end of 2026, we are expected to see almost half the world population to be “gamers”.
| Year | Estimated Gamers (Billions) | Yearly Growth % | Notes |
|---|---|---|---|
| 2000 | ~0.20 | — | Mostly PC & console, limited mobile and internet |
| 2001 | ~0.23 | 15.0% | Console boom (PS2, Xbox), PC cafés growing |
| 2002 | ~0.26 | 13.0% | Online multiplayer slowly rising |
| 2003 | ~0.30 | 15.4% | MMORPGs (like WoW beta), flash games |
| 2004 | ~0.35 | 16.7% | Rise of casual games; DS, PSP launches |
| 2005 | ~0.40 | 14.3% | Xbox 360 released; console online play expands |
| 2006 | ~0.45 | 12.5% | Nintendo Wii expands casual gaming audience |
| 2007 | ~0.50 | 11.1% | iPhone launch; start of mobile gaming era |
| 2008 | ~0.55 | 10.0% | Facebook games (FarmVille, etc.) rise |
| 2009 | ~0.60 | 9.1% | Mobile & social gaming surging |
| 2010 | ~0.70 | 16.7% | App Store gaming explodes |
| 2011 | ~0.80 | 14.3% | Android gaming joins in; casual game boom |
| 2012 | ~0.90 | 12.5% | Tablets & cross-platform play |
| 2013 | ~1.00 | 11.1% | PS4, Xbox One; Twitch gains traction |
| 2014 | ~1.15 | 15.0% | eSports rise, mobile dominates in Asia |
| 2015 | ~1.30 | 13.0% | LoL, Dota 2, Clash of Clans big globally |
| 2016 | ~1.50 | 15.4% | Pokémon Go brings AR & casual gamers |
| 2017 | ~1.80 | 20.0% | Fortnite dominates youth gaming culture |
| 2018 | ~2.10 | 16.7% | China, India surge in mobile gaming |
| 2019 | ~2.30 | 9.5% | Global reach + free-to-play explosion |
| 2020 | ~2.70 | 17.4% | COVID lockdown = record gaming growth |
| 2021 | ~2.90 | 7.4% | Sustained interest post-COVID |
| 2022 | ~3.00 | 3.4% | Gaming = mainstream, Gen Z dominant |
| 2023 | ~3.20 | 6.7% | Mobile gaming = 50%+ of market |
| 2024 | ~3.35 | 4.7% | AI & cloud gaming adoption starts |
| 2025 (proj.) | ~3.50 | 4.5% | Gamers = 43% of global population |
Gamer Stats by Region
Due its huge population size, Asia takes the first spot for the most gamers by region, with 1,579.4 billion gamers totaling 57.3% of the whole gamer population.
Though North America is known for its large gaming industry, it only ranks #4th in terms of number of gamers.
| Region | Gamers (millions) | Percentage of Global Total |
|---|---|---|
| Asia-Pacific | 1,579.4 | 57.3% |
| Middle East & Africa | 305.9 | 11.1% |
| Latin America | 297.4 | 10.8% |
| North America | 217.0 | 7.9% |
| Western Europe | 191.7 | 7.0% |
| Central & Eastern Europe | 164.9 | 6.0% |
Source: https://www.emarketer.com/content/worldwide-digital-gamers-forecast-2025
Countries With The Most Gamers
However, in terms of specific countries with the highest number of gamers, China unsurprisingly comes in 1st place with 699 million gamers, followed by the U.S. at 209 million and Brazil at 102 million people.
| Rank | Country | Number of Players (Million) |
|---|---|---|
| 1 | China | 699 |
| 2 | United States | 209 |
| 3 | Brazil | 102 |
| 4 | Japan | 73 |
| 5 | Germany | 49 |
| 6 | France | 45 |
| 7 | United Kingdom | 38 |
| 8 | Italy | 36 |
| 9 | South Korea | 33 |
| 10 | Canada | 22 |
Source: https://en.wikipedia.org/wiki/Video_game_industry
Countries With Highest Gaming Penetration Rates
In terms of percentage of gamers based on the number of internet users, South East and South Asian countries dominate.
Philippines comes in first at a whopping 96.6% penetration rate (number of gamers divided by number of internet users), followed by Indonesia at 96.4% and India at 94.3%.
Despite having one of the best professional gamers, South Korea, China, Japan etc don’t even rank among the top 40.
| Rank | Country/Region | % of Respondents |
|---|---|---|
| 1 | Philippines | 96.6% |
| 2 | Indonesia | 96.4% |
| 3 | India | 94.3% |
| 4 | South Africa | 94.2% |
| 5 | Thailand | 93.5% |
| 6 | Saudi Arabia | 93.4% |
| 7 | Turkey | 92.3% |
| 8 | Taiwan | 92.1% |
| 9 | Egypt | 91.6% |
| 10 | Mexico | 91.5% |
| 11 | Vietnam | 90.7% |
| 12 | Greece | 90.2% |
| 13 | Brazil | 90.1% |
| 14 | Colombia | 87.4% |
| 15 | United Arab Emirates | 86.9% |
| 16 | Chile | 86.8% |
| 17 | Malaysia | 86.8% |
| 18 | Argentina | 86.3% |
| 19 | Bulgaria | 85.9% |
| 20 | New Zealand | 83.9% |
| 21 | Portugal | 83.6% |
| 22 | Spain | 83.6% |
| 23 | Worldwide Average | 83.6% |
| 24 | Hungary | 83.3% |
| 25 | Italy | 83.1% |
| 26 | Croatia | 82.7% |
| 27 | Romania | 82.7% |
| 28 | Hong Kong | 82.5% |
| 29 | France | 82.3% |
| 30 | Israel | 82.3% |
| 31 | Denmark | 82.2% |
| 32 | Poland | 81.8% |
| 33 | Netherlands | 81.3% |
| 34 | Russia | 81.0% |
| 35 | Germany | 80.9% |
| 36 | Sweden | 80.8% |
| 37 | Australia | 80.3% |
| 38 | Switzerland | 79.3% |
| 39 | United States | 79.3% |
| 40 | Serbia | 79.2% |
| 41 | Norway | 78.7% |
| 42 | Singapore | 77.7% |
| 43 | Canada | 77.5% |
| 44 | Austria | 77.4% |
| 45 | Ireland | 76.9% |
| 46 | Belgium | 76.8% |
| 47 | South Korea | 75.1% |
| 48 | China | 73.9% |
| 49 | Czechia | 73.6% |
| 50 | United Kingdom | 71.1% |
| 51 | Japan | 64.4% |
Source: https://www.statista.com/statistics/195768/global-gaming-reach-by-country/
Global Video Gaming Market Stats
Gaming is no longer a niche market. Every year, the industry of gaming is expanding at a healthy rate of around 14-13%, with future predictions to be around 12% revenue growth.
By the end of 2026, we are expected to see $379.4 billion in revenue from video gaming companies.
| Year | Revenue (USD Million) | Revenue (USD Billion) | YoY Growth (%) |
|---|---|---|---|
| 2018 | 134,204 | 134.2 B | — |
| 2019 | 154,200 | 154.2 B | 14.9% |
| 2020 | 176,867 | 176.9 B | 14.7% |
| 2021 | 202,336 | 202.3 B | 14.4% |
| 2022 | 230,886 | 230.9 B | 14.1% |
| 2023 | 262,956 | 263.0 B | 13.9% |
| 2024 | 298,981 | 299.0 B | 13.7% |
| 2025 | 337,849 | 337.8 B | 13.0% |
| 2026 | 379,404 | 379.4 B | 12.3% |
| 2027 | 425,881 | 425.9 B | 12.3% |
| 2028 | 477,839 | 477.8 B | 12.2% |
| 2029 | 535,897 | 535.9 B | 12.2% |
| 2030 | 600,740 | 600.7 B | 12.1% |
Source: https://www.grandviewresearch.com/horizon/outlook/video-game-market-size/global
Countries With Highest Gaming Industries
The top 3 countries with the biggest gaming industries are #1 China at an estimated annual revenue of $48.7 billion, followed by the U.S at $47.6 billion and Japan at $16.6 billion.
| Rank | Country | Revenue (USD Billion) |
|---|---|---|
| 1 | China | $48.7B |
| 2 | United States | $47.6B |
| 3 | Japan | $16.6B |
| 4 | South Korea | $7.1B |
| 5 | Germany | $6.4B |
| 6 | United Kingdom | $6.1B |
| 7 | France | $3.8B |
| 8 | Canada | $3.0B |
| 9 | Italy | $2.5B |
| 10 | Mexico | $2.3B |
Source: https://newzoo.com/resources/rankings/top-10-countries-by-game-revenues
Largest Gaming Companies by Capitalization
Microsoft is one of the OGs in the gaming industry, and its title as the largest gaming company is no surprise.
Microsft beats out all the competition coming in at $3.7 trillion company capitalization, followed by Tencent with $636.7 billion at number 2 spot, and at 3rd, Sony with $152 billion.
| Rank | Company | Ticker | Market Cap (USD) | Country |
|---|---|---|---|---|
| 1 | Microsoft | MSFT | $3.729 T | USA |
| 2 | Tencent | TCEHY | $636.78 B | China |
| 3 | Sony | SONY | $152.23 B | Japan |
| 4 | Nintendo | 7974.T | $103.19 B | Japan |
| 5 | Sea Limited | SE | $94.16 B | Singapore |
| 6 | NetEase | NTES | $89.28 B | China |
| 7 | Roblox | RBLX | $79.96 B | USA |
| 8 | Take-Two Interactive | TTWO | $42.00 B | USA |
| 9 | Electronic Arts (EA) | EA | $39.14 B | USA |
| 10 | Aristocrat | ALL.AX | $27.68 B | Australia |
| 11 | Bandai Namco | 7832.T | $21.14 B | Japan |
| 12 | Konami Holdings | 9766.T | $18.74 B | Japan |
| 13 | Nexon | 3659.T | $14.95 B | Japan |
| 14 | Unity Software | U | $13.71 B | USA |
| 15 | Zhejiang Century Huatong | 002602.SZ | $13.37 B | China |
| 16 | Capcom | 9697.T | $12.55 B | Japan |
| 17 | Krafton | 259960.KS | $11.26 B | S. Korea |
| 18 | GameStop | GME | $10.80 B | USA |
| 19 | Entain | ENT.L | $8.58 B | Isle of Man |
| 20 | Square Enix | 9684.T | $8.28 B | Japan |
Source: https://companiesmarketcap.com/video-games/largest-video-game-companies-by-market-cap/
Best Selling Video Games of All Time
Minecraft stands at the top with a whopping 350 million units sold, taking the most sold video game in the world.
Grand Theft Auto V and Wii Sports come 2nd and 3rd respectively, with 215 million and almost 83 million copies sold.
| Title | Sales (Units) | Initial Release Date | Developer(s) |
|---|---|---|---|
| Minecraft | 350,000,000 | November 18, 2011 | Mojang Studios |
| Grand Theft Auto V | 215,000,000 | September 17, 2013 | Rockstar North |
| Wii Sports | 82,900,000 | November 19, 2006 | Nintendo EAD |
| Ark: Survival Evolved | 79,045,000 | August 29, 2017 | Studio Wildcard |
| Mario Kart 8 / Deluxe | 76,660,000 | May 29, 2014 | Nintendo EAD / Nintendo EPD (Deluxe) |
| Pokémon Red / Blue / Yellow | 76,140,000 | February 27, 1996 | Game Freak |
| PUBG: Battlegrounds | 75,000,000 | December 20, 2017 | PUBG Studios |
| Red Dead Redemption 2 | 74,000,000 | October 26, 2018 | Rockstar Games |
| The Sims | 70,000,000 | February 4, 2000 | Maxis |
| The Oregon Trail | 65,000,000 | December 3, 1971 | Don Rawitsch, Bill Heinemann, Paul Dillenberger |
| Terraria | 64,000,000 | May 16, 2011 | Re-Logic |
| The Witcher 3: Wild Hunt | 60,000,000 | May 19, 2015 | CD Projekt Red |
| Super Mario Bros. | 58,000,000 | September 13, 1985 | Nintendo R&D4 |
| Human: Fall Flat | 55,000,000 | July 22, 2016 | No Brakes Games |
| Bejeweled | 50,000,000 | 2000 | PopCap Games |
| Overwatch | 30,000,000 | May 24, 2016 | Blizzard Entertainment |
| Animal Crossing: New Horizons | 47,820,000 | March 20, 2020 | Nintendo EPD |
| Wii Fit / Plus | 43,800,000 | December 1, 2007 | Nintendo EAD |
| Call of Duty: Black Ops III | 43,000,000 | November 6, 2015 | Treyarch |
| Call of Duty: Modern Warfare | 41,000,000 | October 25, 2019 | Infinity Ward |
| Stardew Valley | 30,000,000 | February 26, 2016 | ConcernedApe |
| World of Warcraft | 40,600,000 | November 23, 2004 | Blizzard Entertainment |
| Payday 2 | 40,000,000 | August 13, 2013 | Overkill Software |
| Sonic the Hedgehog | 30,000,000 | June 23, 1991 | Sonic Team |
| The Elder Scrolls V: Skyrim | 30,000,000 | November 11, 2011 | Bethesda Game Studios |
| Mario Kart Wii | 37,380,000 | April 10, 2008 | Nintendo EAD |
| Super Smash Bros. Ultimate | 36,240,000 | December 7, 2018 | Bandai Namco Studios / Sora Ltd. |
| The Sims 4 | 36,000,000 | September 2, 2014 | Maxis |
| Tetris (Game Boy) | 35,000,000 | June 14, 1989 | Nintendo R&D1 |
| The Legend of Zelda: Breath of the Wild | 34,510,000 | March 3, 2017 | Nintendo EPD |
| Hogwarts Legacy | 34,000,000 | February 10, 2023 | Avalanche Software |
| Wii Sports Resort | 33,140,000 | June 25, 2009 | Nintendo EAD |
| Call of Duty: Black Ops II | 31,000,000 | November 12, 2012 | Treyarch |
| New Super Mario Bros. | 30,800,000 | May 15, 2006 | Nintendo EAD |
| Call of Duty: Black Ops | 30,720,000 | November 9, 2010 | Treyarch |
| Call of Duty: Modern Warfare 3 | 30,710,000 | November 8, 2011 | Infinity Ward / Sledgehammer |
| New Super Mario Bros. Wii | 30,320,000 | November 11, 2009 | Nintendo EAD |
| Pokémon Gold / Silver / Crystal | 30,120,000 | November 21, 1999 | Game Freak |
| Borderlands 2 | 30,000,000 | September 18, 2012 | Gearbox Software |
| Call of Duty: Black Ops Cold War | 30,000,000 | November 13, 2020 | Treyarch / Raven Software |
| Call of Duty: Vanguard | 30,000,000 | November 5, 2021 | Sledgehammer Games |
| Cyberpunk 2077 | 30,000,000 | December 10, 2020 | CD Projekt Red |
| Diablo III | 30,000,000 | May 16, 2012 | Blizzard Entertainment |
| Elden Ring | 30,000,000 | February 25, 2022 | FromSoftware |
| Super Mario Odyssey | 29,280,000 | October 27, 2017 | Nintendo EPD |
| Call of Duty: Ghosts | 28,980,000 | November 5, 2013 | Infinity Ward |
| Monster Hunter: World | 28,510,000 | January 26, 2018 | Capcom |
| Duck Hunt | 28,300,000 | April 21, 1984 | Nintendo R&D1 |
| Wii Play | 28,020,000 | December 2, 2006 | Nintendo EAD |
| Grand Theft Auto: San Andreas | 27,500,000 | October 26, 2004 | Rockstar North |
Source: https://en.wikipedia.org/wiki/List_of_best-selling_video_games
Most Popular Video Game Genres
As of 2026, the most popular genres for video games are First Person Shooters, Action / Adventure, and RPGs.
However, Battle Royale game genre has taken a great stride in the past decade thanks to Fortnite and PUBG, so it’s predicted, to perhaps contend for the top 3 spots in the near future.
| Game Genre | Number of Players (Global) |
|---|---|
| First-Person Shooter | 1.21 billion |
| Action-Adventure | 1.21 billion |
| Role-Playing Games (RPGs) | 1.21 billion |
| Battle Royale Games | 1.14 billion |
| Sports | 1.14 billion |
| Racing Games | 1.14 billion |
| Simulation Games | 1.02 billion |
| Puzzle Games | 0.96 billion |
| Open-World Games | 0.96 billion |
| Survival Games | 0.84 billion |
| Fighting Games | 0.78 billion |
| Horror Games | 0.78 billion |
| MMORPGs | 0.65 billion |
| Metroidvania | 0.54 billion |
| Real-Time Strategy Games | 0.54 billion |
Source: https://www.juegostudio.com/blog/game-genres
Highest eSport Earning Countries
China’s eSport teams earned the most money in 2024 with an impressive $36.2 million, followed by American teams at $22.2 million, and South Korean teams at 3 place with $11.9 million.
However, if you consider the highest earning countries by average earnings per player, then the stats are more interesting. China comes in first at $22,688 earnings per average player, followed by Mongolia at $16,224 and Denmark with $15,970.
| Rank | Country | Earnings | Players |
|---|---|---|---|
| 1 | China | $36,210,249.89 | 1596 |
| 2 | United States | $22,251,414.81 | 3441 |
| 3 | Korea, Republic of | $11,944,991.71 | 933 |
| 4 | Russian Federation | $11,909,202.61 | 884 |
| 5 | Brazil | $11,175,190.78 | 1396 |
| 6 | France | $5,601,713.88 | 919 |
| 7 | Denmark | $4,439,683.94 | 278 |
| 8 | Philippines | $4,396,463.98 | 355 |
| 9 | Japan | $4,152,240.47 | 674 |
| 10 | Germany | $4,148,481.58 | 821 |
| 11 | United Kingdom | $3,969,543.82 | 829 |
| 12 | Sweden | $3,695,054.82 | 322 |
| 13 | Ukraine | $3,451,232.64 | 312 |
| 14 | Australia | $3,242,597.37 | 885 |
| 15 | Poland | $3,200,491.91 | 557 |
| 16 | Malaysia | $2,893,646.24 | 157 |
| 17 | Indonesia | $2,734,275.54 | 308 |
| 18 | Viet Nam | $2,705,736.57 | 584 |
| 19 | Thailand | $2,577,775.90 | 330 |
| 20 | Canada | $2,541,120.88 | 486 |
| 21 | Turkey | $2,367,613.43 | 327 |
| 22 | Taiwan, Republic of China | $2,083,370.90 | 196 |
| 23 | Saudi Arabia | $2,050,681.95 | 688 |
| 24 | Netherlands | $1,782,782.01 | 301 |
| 25 | Israel | $1,642,780.36 | 46 |
| 26 | Mongolia | $1,622,426.71 | 100 |
| 27 | Finland | $1,537,802.76 | 212 |
| 28 | Spain | $1,531,465.10 | 386 |
| 29 | Mexico | $1,449,183.91 | 286 |
| 30 | Peru | $1,417,848.68 | 155 |
Source: https://www.esportsearnings.com/history/2024/countries
Gamer Demographics Stats
Here are some interesting stats related to gamer demographics.
Gamer Stats by Gender U.S
Gaming used to be majority a recreational activity for men not too long ago, but as the trend shows, as of 2026, the percentage of male and female gamers are relatively equal in the U.S.
| Year | Male Gamers | Female Gamers |
|---|---|---|
| 2006 | 62% | 38% |
| 2007 | 62% | 38% |
| 2008 | 60% | 40% |
| 2009 | 60% | 40% |
| 2010 | 60% | 40% |
| 2011 | 58% | 42% |
| 2012 | 53% | 47% |
| 2013 | 55% | 45% |
| 2014 | 52% | 48% |
| 2015 | 56% | 44% |
| 2016 | 59% | 41% |
| 2017 | 59% | 41% |
| 2018 | 55% | 45% |
| 2019 | 54% | 46% |
| 2020 | 59% | 41% |
| 2021 | 55% | 45% |
| 2022 | 52% | 48% |
| 2023 | 53% | 46% |
| 2024 | 53% | 46% |
| 2025 | 52% | 47% |
Source: https://www.statista.com/statistics/232383/gender-split-of-us-computer-and-video-gamers/
Video Gamers by Age Group
The majority of gamers in 2020s are Millenials and Gen Z/Alpha, with over 58% of gamers being under the age of 35.
| Age Group | Proportion | Number of Gamers |
|---|---|---|
| Under 18s | 20% | 618 million |
| 18–34 years | 38% | 1.17 billion |
| 35–44 years | 14% | 433 million |
| 45–54 years | 12% | 371 million |
| 55–64 years | 9% | 278 million |
| 65+ years | 7% | 216 million |
Source: https://assets.kpmg.com/content/dam/kpmg/mt/pdf/2024/06/responsible-gameplay-in-video-gaming.pdf
Other Interesting Demographics Stats
- Average gamer age is 36, way more than what you would expect…
- 83% of Generation Alpha (ages 5–12) play video games weekly
- 60% of adults (18+) play video games weekly
- Over 50% of Generation X play video games weekly
- 49% of Boomers (ages 61–79) play video games weekly
- 36% of Silent Generation (ages 80–90) play video games weekly
- 77% of older players play to relax or pass time
- 65% of older players play to keep their minds sharp
- 73% of older players prefer puzzle games
- 55% of older players enjoy skill and chance games
- 48% of gamers are women, 52% are men
- Among Boomers, more women (52%) play than men (46%)
- 70% of parents play video games
- 82% of gaming parents play with their kids
- 52% of those parents play with kids at least weekly
- 61% of parents say it’s fun for all
- 55% say it helps socialize with kids
- 55% say it’s a great way to spend time together
- 78% of parents use ESRB ratings
- 86% use at least one parental control
- 70% of parents prefer kids playing games over using social media
- 55% of all players play with others weekly
- 72% have played with others before
- 78% say games help them meet new friends
- 89% of Gen Z believe games help meet new people
- 63% of Gen Z met a good friend or partner through games
- 49% of Millennials also met a friend or partner via games
- 79% of Gen Alpha and Gen Z play with friends
- 55% of Gen Alpha play with their parents
- 39% of Gen Z discovered new music through games
- 28% of Gen Z discovered new TV or movies via games
- 56% of adult gamers who play real sports also play video versions
- 87% of them say video games improve real-life sports performance
- 21% of adult gamers have a disability
- 56% of disabled players find video games very accessible
Source: https://www.theesa.com/annual-esa-study-reveals-video-games-universal-appeal-across-generations/
Reasons People Play Video Games
- 84% say video games bring them joy and relaxation
- 81% say games provide mental stimulation and stress relief in their lives
- 79% believe games offer accessible experiences for people
- 77% think games improve cognitive and thinking skills
- 76% say games help bring people together and closer
- 70% say games are educationally valuable
- 78% believe games teach critical thinking and problem-solving
- 69% say video games teach teamwork and collaboration
- 60% say games teach adaptability and resilience when faced with challenges
- 53% say games help improve communication and interpersonal skills
Source: https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2025-data/
Gaming Stats by Device
Here are some interesting stats related to gaming devices and what people use to play video games.
What Device Gamers Play On
| Device | Estimated Gamers | % of Global Gamers |
|---|---|---|
| Mobile | 2.85 billion | ~65% |
| PC | 908 million | ~21% |
| Console | 630 million | ~14% |
Revenue Breakdown by Device
| Platform | Global Revenue (USD Billion) | % of Total Gaming Revenue |
|---|---|---|
| Mobile | $92.6 B | ~49% |
| Console | $51.9 B | ~28% |
| PC | $43.2 B | ~23% |
Devices Frequent Gamers Use
A few interesting things to note are:
- Asian countries are more likely to play games on their smartphones whereas Western countries are more likely to play on consoles.
- Japan has a significantly higher number of PC gamers.
- China is leading the way in VR gaming.
| Country | Smartphone | Console | PC | High-End PC | Tablet | VR | Handheld |
|---|---|---|---|---|---|---|---|
| Global | 44 | 34 | 40 | 11 | 23 | 4 | 10 |
| GB | 48 | 38 | 43 | 12 | 19 | 4 | 11 |
| France | 54 | 36 | 32 | 9 | 21 | 3 | 9 |
| Italy | 61 | 29 | 33 | 5 | 24 | 4 | 5 |
| Denmark | 48 | 23 | 38 | 7 | 23 | 5 | 6 |
| Sweden | 53 | 42 | 44 | 17 | 21 | 5 | 14 |
| Spain | 61 | 39 | 34 | 10 | 23 | 4 | 17 |
| Poland | 50 | 31 | 46 | 12 | 22 | 3 | 5 |
| USA | 58 | 41 | 44 | 10 | 22 | 5 | 11 |
| Mexico | 71 | 44 | 30 | 11 | 26 | 4 | 10 |
| UAE | 65 | 39 | 41 | 15 | 33 | 2 | 16 |
| India | 80 | 27 | 37 | 16 | 23 | 7 | 11 |
| China | 53 | 36 | 38 | 14 | 25 | 11 | 12 |
| Japan | 78 | 23 | 54 | 10 | 35 | 8 | 12 |
| Singapore | 79 | 31 | 38 | 7 | 28 | 7 | 7 |
| Canada | 54 | 29 | 39 | 13 | 23 | 5 | 8 |
Source: https://business.yougov.com/content/45510-apac-gamers-lead-globe-most-time-spent-gaming-week
Other Interesting Stats
- Shooter games dominate PC gaming with 17.0% of total PC revenues, generating $7.4 billion and showing strong 9.6% year-over-year growth
- Battle Royale games represent 13% of PC revenues at $5.8 billion, experiencing explosive 21.2% year-over-year growth
- Shooter games lead console revenues with 16% market share, generating $8.1 billion and growing 6.0% year-over-year
- Adventure games account for 15% of console revenues at $7.7 billion, but experienced a significant 13.6% decline year-over-year
- Over half of PC players (58%) are bargain hunters who primarily buy games when they’re on sale or perceive a good deal
- Nearly two-thirds of PC players (65%) are motivated to purchase games that offer extra or exclusive content
Source: https://best-of-gaming.be/wp-content/uploads/2024/09/2024_Newzoo_Global_Games_Market_Report.pdf
How Often Do Gamers Play
Despite age, there is a common trend for people of various age groups to play games for 1-5 hours per week.
| Time Spent Playing | 18–19 | 20–29 | 30–39 | 40–49 | 50–59 | 60–64 |
|---|---|---|---|---|---|---|
| Less than 1 hour | 15% | 11% | 10% | 12% | 11% | 10% |
| 1 to 5 hours | 29% | 29% | 29% | 29% | 28% | 23% |
| 6 to 10 hours | 18% | 22% | 22% | 17% | 17% | 11% |
| 11 to 15 hours | 12% | 12% | 11% | 10% | 7% | 7% |
| 16 to 20 hours | 6% | 7% | 8% | 6% | 5% | 4% |
| More than 20 hours | 8% | 8% | 8% | 8% | 5% | 5% |
| Don’t know | 3% | 3% | 4% | 3% | 3% | 5% |
| I don’t play video games | 10% | 7% | 9% | 15% | 25% | 35% |
Source: https://www.statista.com/forecasts/202839/time-spent-playing-games-by-social-gamers-in-the-us
Countries That Play Video Games Most Often
East Asian countries are more likely to state that video games are one of their favorite activities. However, Anglo countries like the U.S and U.K generally tend to play video games more often compared to other countries around the world.
| Country | Play video games most often % | Average number of hours gaming per week |
|---|---|---|
| Global | 14 | 8.9 |
| China | 29 | 11.3 |
| Hong Kong | 19 | 9.7 |
| Indonesia | 19 | 8.7 |
| Singapore | 18 | 9.8 |
| Mexico | 17 | 8.2 |
| US | 15 | 11.1 |
| Canada | 14 | 7.9 |
| Spain | 14 | 7.4 |
| Australia | 13 | 9.3 |
| France | 13 | 7.7 |
| UAE | 13 | 6.6 |
| GB | 13 | 10.2 |
| Italy | 12 | 7.3 |
| Poland | 11 | 8.3 |
| Denmark | 10 | 8.3 |
| Sweden | 9 | 8.7 |
| Germany | 9 | 9 |
Source: https://business.yougov.com/content/45510-apac-gamers-lead-globe-most-time-spent-gaming-week
Gaming Subscriptions Stats
Over the years, subscription services have become the norm whether it’s TV or gaming. Here are some of the latest gaming subscription stats.
Gaming Subscription Service Users Stats
| Service | Subscribers / Users | Notes / Period |
|---|---|---|
| Xbox Game Pass | 37 million | Q1 2025 |
| Nintendo Switch Online | 34 million | Sept 2024 |
| GeForce Now | 25 million | Feb 2023 |
| PlayStation Network (PS Plus) | 123 million MAU | 2023 |
| Gamers with ≥1 subscription | ~1.61 billion gamers | 52% of global gamer base |
Sources: SQ Magazine, Wikipedia
Subscription Gaming Market
The global market for gaming subscription services is expected to reach $12.9 billion and is forecasted to see a stable growth of over 10% in the following few years.
| Year | Global Market Size (USD) | Growth % |
|---|---|---|
| 2018 | ~3.5 billion | – |
| 2019 | ~4.5 billion | 28.6% |
| 2020 | ~5.5 billion | 22.2% |
| 2021 | ~6.5 billion | 18.2% |
| 2022 | ~7.5 billion | 15.4% |
| 2023 | ~9.0 billion | 20.0% |
| 2024 | 11.5 billion | 27.8% |
| 2025 | 12.9 billion | 12.2% |
| 2026 | ~14.5 billion | 12.4% |
| 2027 | ~16.5 billion | 13.8% |
| 2028 | ~19.0 billion | 15.2% |
| 2029 | ~21.5 billion | 13.2% |
| 2030 | 24.2 billion | 12.6% |
Source: https://www.grandviewresearch.com/industry-analysis/subscription-based-gaming-market-report
Video Gaming Milestones
- 1958 – William Higinbotham creates Tennis for Two, which is basically the granddaddy of all video games.
- 1962 – MIT students developed Spacewar! One of the first real digital computer game worth talking about.
- 1971 – Computer Space hits the scene as the first coin-op arcade game, though it wasn’t as successful as its predecessors.
- 1972 – Atari drops Pong and it’s a game changer for arcades.
- 1972 – The Magnavox Odyssey becomes the first home console – cost like $99 which is about $750 in today’s dollars.
- 1977 – Atari 2600 comes out and popularizes cartridge gaming at home.
- 1980 – Pac-Man absolutely takes over the world. EVERYONE was playing this yellow dot muncher at the time.
- 1981 – Donkey Kong debuts with the worlwide known character Mario… except he wasn’t called Mario yet, he was “Jumpman”.
- 1985 – Nintendo saves gaming with the smash hit Super Mario Bros. on the NES.
- 1989 – Game Boy launches and suddenly you can play Tetris on the bus.
- 1994 – ESRB ratings get introduced because parents were freaking out about violent games “corrupting” kids.
- 1995 – PlayStation drops and brings 3D gaming to the masses – polygons everywhere!
- 2001 – Microsoft jumps into console gaming with the Xbox.
- 2004 – Nintendo DS comes out with two screens because why have one when you can have two?
- 2005 – Xbox 360 launches, kicking off the HD era of gaming.
- 2006 – Nintendo Wii releases with motion controls and suddenly grandma is bowling in the living room.
- 2009 – A Swedish guy releases Minecraft and it becomes the best-selling game ever in gaming history.
- 2013 – GTA V makes ONE BILLION dollars in just 3 days after launching.
- 2016 – Pokemon GO / augmented reality gets everyone walking around staring at their phones trying to catch virtual monsters.
- 2017 – Nintendo Switch launches – it’s a console, but also a handheld gaming device.
- 2020 – Animal Crossing becomes everyone’s pandemic escape while we’re all stuck at home.
- 2020 – PS5 and Xbox Series X launch with graphics so good they make your eyeballs hurt (in a good way).
- 2022-2024 – Cloud gaming starts picking up steam and becomes popular among the masses.
- 2025-2026 – Apparently 1.6 billion people will have gaming subscriptions.













