Spending on video games by Americans aged 18 to 24 fell nearly 25 percent year over year as of April 2025, reflecting broader economic pressures on young consumers.
Spending on video games by young Americans has declined sharply in early 2025. According to data from Circana, individuals aged 18 to 24 in the United States spent nearly 25 percent less on video games between January and April 2025 compared to the same period last year.
This group experienced the most significant reduction in gaming-related expenses compared to other age demographics, which saw only slight declines of a few percentage points. The figures suggest that young adults are facing unique economic challenges that are prompting them to scale back on non-essential spending.
Americans Cut Game Spending by 25%
Analysts attribute this decline to several ongoing economic pressures. Many young people are facing difficulties in the labor market, with limited job opportunities or stagnant wages affecting disposable income. In addition, the resumption of student loan payments and rising levels of credit card debt are further constraining their ability to spend on entertainment products, including video games.
This reduction in spending is not limited to gaming. Data indicates that young consumers are cutting back on other categories such as clothing, accessories, and general entertainment. These changes reflect a shift in financial priorities, as more young adults are focusing on essential expenses and managing debt obligations.
Americans Cut Game Spending by 25%
Historically, consumer spending in the 18 to 24 age group has tended to rise year over year. Bank of America data supports this long-term trend. However, the current drop in spending is considered unusual and may point to deeper structural issues within the economy. The decline suggests that young consumers are feeling the effects of broader financial pressures more acutely than other groups.
Additional factors could further affect spending in the video game sector. The introduction of new tariffs has the potential to raise the cost of gaming consoles and related hardware in the United States. At the same time, video game prices have been rising, which may discourage purchases, especially among budget-conscious consumers.
The gaming industry, which relies heavily on engagement from younger audiences, may need to adjust its expectations and strategies in response to these shifting consumer behaviors. Companies may face increased pressure to offer more affordable products or alternative purchasing models to maintain interest in a changing economic environment.
Americans Cut Game Spending by 25%
The drop in video game spending among young Americans is not just a short-term reaction to economic pressure - it’s a sign of deeper financial strain and changing priorities. For years, the 18 to 24 age group has been a reliable driver of growth for the gaming and entertainment industries. But the latest data shows that this may no longer be the case.
Student loan payments, rising credit card debt, and a tough job market are forcing many young people to rethink how they spend their money. Entertainment, once considered essential for this demographic, is now taking a back seat to more urgent financial concerns.
For the gaming industry and others that rely heavily on young consumers, this should be a moment to pause and reassess. Rising prices, both from inflation and new tariffs, are only making things harder. If companies want to keep this audience engaged, they may need to focus less on pushing premium products and more on making experiences accessible and affordable.
About the author
Eliza Crichton-Stuart
Head of Operations
Updated:
July 7th 2025
Posted:
July 7th 2025