Gaming in usa




















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Published by J. Clement , Apr 29, The gaming demographics in the United States are ever-changing and it is no longer seen as just a hobby of the young.

Indeed, 26 percent of those playing video games in were aged between 35 and 54 and every third game enthusiast was a Millennial between the age of 18 and The gaming arena nowadays is also no longer dominated by men. In , roughly 59 percent of computer and video gamers in the United States were male and around 41 percent were female.

The vast majority of consumer spending on gaming in the United States is concentrated on buying content within a game. In , around 40 percent of U. During the same period, a combined When it comes to software, action and shooter games were the market leaders in the genre breakdown of sales.

One of the gaming markets that is being closely monitored due to its potential and recent growth tendencies is mobile gaming. In the United States alone, mobile gaming was estimated to have the largest share of the digital games industry revenue , amounting to around 10 billion U.

Moreover, gamers in the United States devote a significant amount of time playing their favorite video games and most teenagers, both male and female, had some kind of access to a game console. In fact, in , almost half of parents in the United States said that they placed time limits on video game playing in order for them to better monitor their children's media consumption.

This text provides general information. Statista assumes no liability for the information given being complete or correct. Due to varying update cycles, statistics can display more up-to-date data than referenced in the text. Largest age group among gamers in the U. There will be However, consumers who play first-person combat-style games on devices like an Xbox or PC still skew young and male. Overall, there will be And with the rise of gamers comes an increase in viewers.

Hunger for social interaction in increased the demand for game streaming, where consumers could communicate with gaming influencers and other GVC viewers. Twitch being the top competitor.

Twitch was the most dominant platform for GVC content worldwide in Q4 , with Esports is a subset of GVC content and is defined by Insider Intelligence as organized gaming competitions among professional players and teams.

While in-person sporting events were delayed for months due to the pandemic, esports continued with online tournaments—allowing it to gain media coverage and viewers. One element of gaming that will remain important in is its ability to provide social interaction in a virtual way. The ability to connect with others during the pandemic elevated the social aspects of gaming across all devices, especially mobile.

While interest in connecting with people through video games may recede as the pandemic subsides, Insider Intelligence expects the social element of gaming will continue to attract a larger audience to the ecosystem through and beyond. You can opt-out at any time.

Insider Intelligence July 21, Powerful data and analysis on nearly every digital topic Become a Client. Want more research?



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