Young and old alike enjoy video games. Whether on mobile, PC, or a console, playing video games allows for enjoyment and gives a temporary escape from everyday life. This is especially true during a pandemic when people stayed home due to lockdown measures.
This compilation of video game demographics statistics will give you a glimpse of the profile of today’s typical gamer. These include an overview of the number of gamers worldwide, gamers’ age, gender, and economic status. This information can help those in the gaming industry know their audience better. Avid gamers can also keep abreast of the latest trends pertaining to his or her demographic.
Video Game Demographic Statistics Table of Contents
General Video Game Demographics Statistics
With the video game market expanding to cover more audiences, it comes as no surprise that more and more people are becoming gamers. Data shows that yearly, there is an increase in the number of total video game players worldwide. Players may enjoy video games from different devices, typically on PC, mobile, or console. However, data shows that more people play video games on mobile compared to PCs and consoles. The most recent mobile gaming statistics show that mobile gaming has a significant share in the gaming industry.
Number of Global Gamers
- In 2019, there were over 2.5 billion active gamers from around the world. This number is one billion more than five years ago. (Wired, 2019)
- In mid-2020, there were an estimated 3.1 billion global video game consumers. With a world population of eight billion, this means that around 40% of people from around the world play video games. (IGN, 2020)
- Out of these 3.1 billion players, over 50% only play on their smartphones, 48% play on a PC, while 8% play on dedicated consoles. (IGN, 2020)
- In 2021, there is an estimated 2.8 billion active gamers worldwide. (Newzoo, 2020)
- 2.5 billion global players play on mobile, 1.3 billion play on PC, and 800 million play on a console. (Newzoo, 2020)
Predicted Growth in Gamers
- The number of gamers in the United States is predicted to grow to 182.6 million by 2024. (eMarketer, 2020)
- The number of mobile video game users is forecast to reach 1.8 billion users in 2025. Meanwhile, users of downloaded games will reach 1.3 billion while online game players will reach 1 billion. (Statista, 2020)
- By 2023, the number of gamers worldwide will exceed three billion. (Newzoo, 2020)
Source: eMarketer, 2020
Demographics of Gamers by Device
Video game demographics statistics show that Gen Alpha and Gen Z is the generation with the largest percentage of console and mobile players, followed by Millennials. Meanwhile, Millennials, who spend $112 a month on gaming, prefer PC gaming. As for popular console brands, more American consumers planned to buy a PlayStation 5 than an Xbox Series X or S during the 2020 holidays.
- 22% of tweens and teens in the US play video games on a smartphone while 22% play on a tablet. Eleven percent play on a computer while 2% play on an iPod Touch. (Common Sense Media, 2019)
- Among teens aged 13 to 18 years old in the US, 46% play games on mobile, 27% through a video console, and 17% on a computer. (Common Sense Media, 2019)
- In a survey, 61% of Americans said that they plan to buy an Xbox Series X console for themselves after its 2020 release. On the other hand, 63% of Americans said that they plan to buy the PS5 console for themselves after its 2020 release. (CivicScience, 2020)
- 12% of Americans aged 13 and up said that they have firm plans to buy a PlayStation 5. Meanwhile, 10% of Americans said they plan to buy either an Xbox Series X or an Xbox Series S. (CivicScience, 2020)
- 77% of active console players belong to Gen Alpha and Gen Z. They are aged between 10 to 22 years old. Meanwhile, 75% of active console players are Millennials while 66% belong to Gen X. (Newzoo, 2020)
- 79% of active mobile players belong to Gen Alpha and Gen Z. Meanwhile, 72% are Millennials and 68% are from Gen X. (Newzoo, 2020)
- 56% of active PC players are Millennials. Meanwhile, 51% belong to Gen Alpha and Gen Z while 51% belong to Gen X. (Newzoo, 2020)
Statistics on Gamers by Age, Gender, and Ethnicity
While there are no published statistics for the average gamer age worldwide, players in the US are aged 35 to 44 on average. On the other hand, video game demographics on gender reveal that there are more male than female gamers, although in other studies the gender difference is only minimal. This has led some analysts to believe that female gaming is on the rise. On the other hand, players from the Asia Pacific comprise the bulk of the global player population. However, Germans spend the most hours each week playing video games while Japanese players have the longest consecutive playing sessions.
Age
- The average age of a video game player in the US is 35 to 44 years old. (ESA, 2020)
- 38% of video game players in the US are aged 18 to 34. Twenty-six percent are aged 35 to 54 while 21% are under 18. (ESA, 2020)
- Gamers aged between 26 to 35 spend 7.5 hours a week playing, which is the highest among all age groups. In contrast, gamers over 60 years old spend the least time playing at 4.7 hours a week. (Limelight Networks, 2020)
- 16.4% of players aged 18 to 25 said that they play video games at work. In contrast, only 7.8% of players aged above 60 said the same. (Limelight Networks, 2020)
- 42% of active console and PC players in the US, the United Kingdom, Sweden, France, Germany, and Poland are Millennials or those aged 23 to 38. On the other hand, 20% are from Gen X or aged 16 to 22. Nineteen-percent are from Gen Alpha or aged 10 to 15 and 19% are from Gen X or aged 39 to 50. (Newzoo, 2020)
Source: Entertainment Software Association, 2020
Gender
- 59% of video game players in the US are male while 41% are female. (ESA, 2020)
- Men in the US spend 51 minutes on weekdays playing games and using their computers for leisure. Women spend 29 minutes on weekdays for the same activity. (U.S. BLS, 2019)
- On average, women gamers spend $359 per year on downloadable content and game accessories. Men spend $335 on average annually for said items. (Treasure Data, 2019)
- 49.1% of male American gamers said that they are committed gamers while 48.8% of female Americans said the same. (AdColony, 2020)
Ethnicity
- 54% or 1.4 billion global players come from the Asia Pacific. On the other hand, 14% (377 million) come from the Middle East and Africa, and 14% (386 million) come from Europe. Lastly, only 8% or 210 million come from North America. (Newzoo, 2020)
- Players from Germany spend an average of 6.92 hours each week playing video games. This is followed by players from the UK (6.89 hours) and Japan (6.64 hours). (Limelight Networks, 2020)
- Players from Japan have the longest average duration of consecutive playing sessions at 5.33 hours. (Limelight Networks, 2020)
- African Americans spend 32 minutes on weekdays playing games and using their computer for leisure. Asians spend 62 minutes while Hispanics spend 37 minutes on weekdays for the said activity. (U.S. BLS, 2019)
Number of Video Game Players Worldwide by Region
Asia Pacific: 1.447 billion
Asia Pacific
1.447 billionEurope: 386 million
Europe
386 millionMidde East and Africa: 377 million
Midde East and Africa
377 millionLatin America: 266 million
Latin America
266 millionNorth America: 210 million
North America
210 millionSource: Newzoo, 2020
Designed byEconomic Data on Gamers
Based on video game demographics statistics from various sources, most video game players tend to fall within the lower-income range. However, committed mobile game players tend to have a mid-range household income. Data also shows that those who have a college or associate degree tend to spend the most time playing games.
- Single-job holders in the US who earn $0 to $650 weekly spend 40 minutes on weekdays playing games and using their computer for leisure. Those earning $1,621 and higher a week spend only 15 minutes on weekdays for said activities. (U.S. BLS, 2019)
- US civilians aged 25 and over who have some college or associate degree spend 35 minutes on weekdays playing games and using their computer for leisure. Meanwhile, high school graduates or those with no college degree spend 33 minutes on said activities on weekdays. (U.S. BLS, 2019)
- 17.91% of gamers in the US earn $0 to $9,999 per year. Meanwhile, 17.16% earn $20,000 to $29,999 and 15.25% earn $10,000 to $19,999 annually. (FHE Health, 2020)
- 51% of American mobile gamers with master’s degrees play games once to several times a day. (AdColony, 2020)
- 54% of committed mobile gamers say they have some postgraduate education. Meanwhile, 19% of regular gamers have gone to trade school. (AdColony, 2020)
- 65% of American gamers who have more than $250,000 in household income play mobile games at least once a day. (AdColony, 2020)
- 18% of regular mobile gamers have a household income of $50,000 to $99,000. Seventeen percent have a household income of under $50,000. (AdColony, 2020)
- 16% of occasional mobile gamers have a household income of $100,000 to $149,000. Fourteen percent have $150,000 to $199,000. (AdColony, 2020)
Statistics on Gamers’ Preferences
Data from industry studies show that gamers prefer to download games. Moreover, they buy downloadable content for better gameplay, which has given rise to the popularity of microtransactions. When choosing what game to play, a gamer’s primary consideration is simple gameplay, followed by fast performance and the option to play offline. On the other hand, the choice of single-player or multiplayer largely varies depending on the age and gender of the player. Below are some other interesting video game demographics statistics on purchasing preferences.
Purchasing Preferences
- 71% of video game players play casual games. 53% play action games while 48% play shooter games. (ESA, 2020)
- 63.6% of gamers in the US prefer to download games. On the other hand, 26.6% prefer to have a physical copy while 6.1% prefer to trade with another player or do a trade-in at a retail store. (Limelight Networks, 2019)
- Wii Sports was the best-selling console game based on global unit sales as of January 2021, with 82.65 million units shipped. This is followed by Super Mario Bros (40.24 million) and Mario Kart Wii (35.98 million). (VGChartz, 2021)
- 87% of gamers buy downloadable content. 20% have a monthly budget for buying downloadable content. (Treasure Data, 2019)
- 52% of gamers say that they buy content to play more competitively. Seventy percent think that their level of play will be more competitive if they can afford to buy more content. (Treasure Data, 2019)
- 62% of gamers spend money on expansion packs. (Treasure Data, 2019)
Source: Limelight Networks, 2019
Factors in Choosing a Game to Play
- In a survey, players said that simple gameplay is the most important factor for them, with a total score of 2.59. Other important considerations were fast performance (2.62), ability to play offline (2.48), and having an interesting storyline (2.47). (Limelight Networks, 2020)
- 54% of players aged 18 and above in the US prefer to play as part of a team when playing against others. Meanwhile, 33% prefer playing in multiplayer/online mode to single player. (Facebook, 2021)
- 68% of men aged 18 to 34 in the US prefer to play with friends. On the other hand, 77% of men aged 65 above prefer to play alone. (ESA, 2020)
- 58% of women aged 35 to 54 prefer to play with friends. 81% of women aged 65 and above prefer to play alone. (ESA, 2020)
Data on Gamers During the Pandemic
As the COVID-19 pandemic forced people to stay at home, people turned to video games for a break from reality. During this time, the number of viewers in Twitch, which is mainly a platform for streaming video games, increased. Moreover, gamers in Europe logged more time spent playing videos, while the US experienced the highest increase in video game players than other countries during the pandemic.
- Live streaming video platform Twitch saw a spike in viewers during the lockdown. Twitch viewers increased from 32.9 million in 2019 to 41.5 million in 2020 or by 23.5%. (eMarketer, 2020)
- Gamers in Europe aged six to 64 increased playtime by 1.5 hours during the pandemic compared to the same period in 2019. (ISFE, 2020)
- 14% of players in select European countries said that they discovered new video games during the lockdown. (ISFE, 2020)
- 82% of global consumers played video games and watched video content during pandemic-related lockdowns. (Nielsen, 2020)
- The US saw the highest increase in gamers who played video games more due to the pandemic at 46%. This is followed by France (41%), the UK (28%), and Germany (23%). (Nielsen, 2020)
Source: Nielsen, 2020
Online Communities and Gaming Demographics
Online communities play a crucial role in shaping the demographics of gamers, impacting who participates in gaming and how they engage with it. These communities offer social interaction, support, and shared experiences, attracting diverse groups of players. Here’s how online communities influence gaming demographics:
- Accessibility: Online platforms like Discord, Twitch, and Reddit provide spaces for gamers to connect, regardless of location. This accessibility allows individuals from different backgrounds and demographics to participate, fostering a more inclusive environment.
- Diverse Representation: Many online communities actively promote diversity and inclusion. Initiatives to create safe spaces for underrepresented groups, such as women and LGBTQ+ gamers, help broaden the demographic landscape. This representation encourages new players to join and feel welcome.
- Shared Interests: Communities often revolve around specific games or genres, allowing individuals with similar interests to bond. This shared passion attracts varied demographics, from casual players to competitive gamers, expanding the gaming audience.
- Mentorship and Support: Experienced gamers often mentor newcomers within these communities, helping them navigate games and build skills. This mentorship can lower barriers to entry for those who might feel intimidated, encouraging a wider range of participants.
- Cultural Exchange: Online gaming communities facilitate cultural exchange by connecting players from different regions. This interaction exposes gamers to diverse gaming styles and preferences, shaping their interests and expanding the overall demographic mix.
Video Game Players Are About to Be More Diverse
In a world beset by a global pandemic and other negative news, people play video games to escape from their worries. As such, video game players of various ages, races, income brackets, and ethnicities play games by themselves and others. They all fuelling the multi-billion gaming market, as confirmed by the latest video game industry statistics. The gaming market has further realized a boost during the pandemic as people spent lockdown playing games to while away the time.
As the number of video game players is predicted to increase years from now, video game demographics statistics will likely change to reflect the new breed of gamers. With exciting technologies on the horizon, it truly is an exciting and wonderful time to be a gamer.
Key Insights
- Number of Active Gamers: The number of global gamers has significantly increased, with over 3.1 billion active gamers by mid-2020, and predictions show further growth in the coming years.
- Mobile Gaming: Mobile gaming is the most popular platform, with over 50% of gamers playing on their smartphones.
- Average Age: The average age of gamers in the US is 35 to 44 years, and there are more male gamers (59%) compared to female gamers (41%).
- Region with Largest Number of Gamers: The Asia Pacific region holds the largest share of global gamers, accounting for 54% of the total player population.
- Economic Status of Gamers: Economic data indicates that most gamers fall within the lower-income range, but committed mobile gamers tend to have mid-range household incomes.
- Preference Trend: Preferences in gaming show a trend towards downloadable content, with 87% of gamers purchasing such content, and simple gameplay being a key factor in game selection.
- Effect of COVID-19: The COVID-19 pandemic led to an increase in gaming activities, with platforms like Twitch seeing a significant rise in viewership and more time spent on gaming across various regions.
FAQ
- What is the current number of global gamers? By mid-2020, there were an estimated 3.1 billion global video game consumers. Predictions show that this number will continue to grow, potentially exceeding three billion by 2023.
- Which gaming platform is the most popular? Mobile gaming is the most popular platform, with over 50% of gamers playing on their smartphones. This trend is supported by the increasing number of mobile video game users.
- What is the average age of gamers in the US? The average age of a video game player in the US is between 35 and 44 years old. A significant portion of gamers, about 38%, are aged 18 to 34.
- Are there more male or female gamers? In the US, there are more male gamers (59%) compared to female gamers (41%). However, the gap between male and female gamers is narrowing, indicating a rise in female gaming.
- Which region has the highest number of gamers? The Asia Pacific region has the highest number of gamers, comprising 54% of the global player population. This region significantly contributes to the overall growth of the gaming industry.
- How has the COVID-19 pandemic affected gaming activities? The pandemic led to a notable increase in gaming activities as people stayed home during lockdowns. Platforms like Twitch saw a spike in viewership, and gamers in various regions reported spending more time playing video games during the pandemic.
- What are the primary factors gamers consider when choosing a game? Simple gameplay is the most important factor for gamers, followed by fast performance, the ability to play offline, and having an interesting storyline. These factors influence their choice of games to play.
- What is the economic profile of most gamers? Most gamers tend to fall within the lower-income range. However, committed mobile gamers often have a mid-range household income, and those with higher education levels tend to spend more time playing games.
- What are the trends in purchasing preferences for gamers? A majority of gamers (63.6%) prefer to download games rather than buying physical copies. Additionally, 87% of gamers purchase downloadable content, indicating a strong preference for digital purchases.
- How do different age groups and genders prefer to play games? Preferences vary widely, with younger male gamers (aged 18 to 34) preferring to play with friends, while older men (aged 65 and above) prefer to play alone. Women aged 35 to 54 prefer to play with friends, whereas women aged 65 and above also prefer to play alone.
References:
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