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State of American Gaming Industry in 2025

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State of American Gaming Industry in 2025

The 2025 ESA report highlights gaming trends in the U.S., including player demographics, spending habits, platform usage, and the growing influence of Generation Alpha.

State of American Gaming Industry in 2025

The Entertainment Software Association (ESA) has released its latest annual report, offering a detailed overview of the U.S. gaming industry as of 2025. Drawing from data collected throughout 2024, the report examines consumer spending, player demographics, platform engagement, and the broader role games play in American society. The findings reflect a stable and maturing industry with widespread participation across age groups and platforms.

Over $59 Billion on Games

In 2024, U.S. consumers spent $59.3 billion on video games, indicating the ongoing strength of the industry. Of this total, $51.3 billion was spent on content, which includes digital and physical games, subscriptions, and in-game purchases. Hardware accounted for $4.9 billion, while accessories made up $3.2 billion of the market. These figures suggest that the primary driver of industry revenue continues to be content consumption across various platforms.

Among PC and console games, Call of Duty: Black Ops 6, EA Sports College Football 25, and Helldivers II were the best-selling titles in 2024. In the mobile segment, MONOPOLY GO!, Royal Match, and Roblox generated the highest revenues. These results underscore the diversity of consumer preferences and the continued strength of well-established franchises.

State of American Gaming Industry in 2025

State of American Gaming Industry in 2025

Gamer Demographics and Long-Term Engagement

The average age of an American gamer is now 36 years old, and players typically have 18 years of gaming experience. This data reflects the long-term engagement many individuals maintain with gaming as a regular part of their lives. The gaming population in the U.S. is distributed across a wide age range, with 23 percent of gamers under 18 and 28 percent over the age of 50.

Among children and teens under 17, 84 percent play games for more than an hour per week. In older age groups, 60 percent report the same level of engagement. This difference points to a stronger integration of gaming into the routines of younger Americans, although participation remains high across all age brackets.

State of American Gaming Industry in 2025

State of American Gaming Industry in 2025

Generation Alpha and Platform Preferences

One of the most notable findings in the report is the engagement level of Generation Alpha with console gaming. Contrary to the assumption that younger generations primarily use mobile devices for gaming, 69 percent of Generation Alpha play on consoles, making them the most engaged console users in the U.S. This trend highlights the continued relevance of console platforms even as mobile usage remains widespread.

Across all U.S. households, 83 percent reported playing games on at least one device in the past 12 months. Mobile phones remain the most popular platform, used by 72 percent of players, followed by PCs at 54 percent, consoles at 42 percent, and virtual reality devices at 12 percent. Among individual players aged eight and older, mobile remains dominant with 82 percent usage, followed by consoles at 47 percent, PCs at 45 percent, and VR at 10 percent.

Gender-based differences in platform use also emerged. Women and girls tend to use mobile devices for gaming more frequently, while men and boys are more likely to play on consoles and PCs. The usage gap between genders is approximately 1.5 times in favor of male players on non-mobile platforms.

State of American Gaming Industry in 2025

State of American Gaming Industry in 2025

Gaming as a Social Activity

The report confirms that gaming continues to serve as a significant social activity. Among players over the age of eight, 72 percent reported playing games with others. Real-life friends are the most common gaming companions, with 66 percent of respondents identifying them as co-players. Online friends and siblings followed at 40 percent and 32 percent, respectively.

Younger generations, particularly those in Generation Alpha and Z, are even more socially engaged through gaming. Seventy-nine percent of respondents in these groups play multiplayer games with friends, while 56 percent of Generation Alpha play with their parents. These findings reflect the role of gaming as a shared family experience and as a medium for maintaining social connections.

In-game communication tools are widely used, with 72 percent of players using some form of chat. Text-based chat is the most common, used by 57 percent of respondents, followed by voice chat, used by 52 percent. These features play an essential role in facilitating both social interaction and collaborative gameplay.

State of American Gaming Industry in 2025

State of American Gaming Industry in 2025

Parental Involvement and Game Ratings

Parental engagement in gaming decisions remains significant. Eighty-four percent of parents are aware of the ESRB rating system, and 78 percent use these ratings when purchasing games. In 2024, 88 percent of rated games received classifications suitable for children and teenagers—either E (Everyone), E10+ (Everyone 10 and older), or T (Teen, 13 and older).

Parental controls are also widely implemented. According to the ESA, 86 percent of parents have used parental controls on their home gaming systems at least once. When comparing games to social networks, 70 percent of parents expressed a preference for their children to engage with games rather than social media. Additionally, 67 percent believe games offer more positive benefits than social networking platforms.

State of American Gaming Industry in 2025

State of American Gaming Industry in 2025

Accessibility in Gaming

The ESA report also highlights the importance of accessibility in game design. Among users with disabilities, 49 percent stated that accessibility features are essential for their gaming experience. The most frequently used accessibility options include adjustable text size (50 percent), customizable difficulty levels (39 percent), camera control settings (35 percent), and subtitles (35 percent).

These findings point to a growing awareness among developers and publishers about the need to accommodate a wide range of player needs, thereby making games more inclusive and enjoyable for all users.

State of American Gaming Industry in 2025

State of American Gaming Industry in 2025

Perceived Benefits of Gaming

Many adults in the U.S. recognize the potential benefits of gaming. Eighty-four percent believe that games bring joy, while 81 percent say they help stimulate brain activity and manage stress. A majority also believe that games support the development of problem-solving skills (78 percent), teamwork (69 percent), and personal resilience (60 percent). These perspectives suggest that public attitudes toward gaming are becoming more favorable and well-rounded.

State of American Gaming Industry in 2025

State of American Gaming Industry in 2025

Final Thoughts

The 2025 ESA report presents a detailed picture of an industry that continues to grow, diversify, and mature. Generation Alpha’s strong engagement with console gaming challenges previous assumptions about youth preferences. At the same time, broad participation across all age groups, increased parental involvement, and a growing emphasis on accessibility and social interaction indicate that gaming is firmly embedded in American culture. As technology continues to evolve and new formats, such as web3 gaming, gradually emerge, the U.S. gaming landscape remains dynamic and inclusive, shaped by players of all ages and backgrounds.


ReportsEducational

updated:

June 9th 2025

posted:

June 8th 2025

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