Industry News · Games market statistics

Video Game Industry Statistics 2026: Market Size, Players, Revenue and Jobs

By , Data & Market Research LeadFigures checked by Rayyan OmarEvery figure re-checked

Americans spent $60.8 billion on video games in 2025, the second-highest year on record after 2021’s $61.7 billion, and 212.3 million Americans play at least an hour a week. The biggest companies report record game revenue: Tencent RMB241.6 billion, Sony ¥4.69 trillion, Microsoft’s Xbox $21.8 billion. No free first-party source measures the global market as a whole.

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Bar chart of total US consumer spending on video games by year according to the ESA and Circana, from $11.7 billion in 2002 to a record $61.7 billion in 2021 and $60.8 billion in 2025

Key takeaways

  • US consumer spending on video games reached $60.8 billion in 2025 (restated from $60.7 billion), up about 1.5% and second only to 2021’s $61.7 billion; it was $11.7 billion in 2002.
  • Content is 86% of US spending: $52.4 billion of the $60.8 billion, with subscriptions up 20% and mobile alone worth $26.7 billion, while hardware rose 9% to $5.4 billion on the Nintendo Switch 2 launch.
  • 212.3 million Americans aged 5 to 90 play video games at least an hour a week, 67% of the population; the average player is 37 and 29% of players are 50 or older.
  • Among the largest game companies, Tencent made RMB241.6 billion from games in 2025, Sony ¥4,685.7 billion in its game segment and Microsoft $21.8 billion from Xbox in fiscal 2026 (−7%), while Nintendo’s sales doubled to ¥2,313.1 billion with the Switch 2.
  • Digital is now almost all of the business at big publishers: 97.0% of Take-Two’s revenue came through digital channels, and 81% of EA’s console game units were sold digitally.
  • The US industry employs 82,930 people directly and supports 250,838 jobs and $95.8 billion of economic output in total, with 44% of direct jobs in California.

Key figures

$26.7 billion

US consumer spending on mobile games in 2025, up 1%

A Sensor Tower figure quoted in the ESA release; it is part of the $52.4 billion content total, so mobile is about half of all US content spending.

Calendar year 2025 (United States)Entertainment Software Association ↗

RMB241.6 billion

Tencent’s 2025 games revenue: RMB164.2 billion domestic (+18%) and RMB77.4 billion international (+33%)

The total is our sum of Tencent’s two reported lines. International games revenue passed US$10 billion for the first time.

Calendar year 2025Tencent Holdings ↗

¥4,685.7 billion

Sony Game & Network Services (PlayStation) sales, essentially flat year on year

Operating income was a record ¥463.3 billion despite a ¥120.1 billion Bungie impairment.

Sony fiscal year to 31 March 2026Sony Group (SEC EDGAR) ↗

$55 billion

enterprise value of the take-private of Electronic Arts by PIF, Silver Lake and Affinity Partners

Announced 29 September 2025 at $210 a share in cash; completed on 4 August 2026, when EA left Nasdaq. EA called it the largest all-cash sponsor take-private in history.

Announced September 2025, closed 4 August 2026Electronic Arts (SEC EDGAR) ↗Electronic Arts (SEC EDGAR) ↗

How big is the video game industry in the US?

5.2×

growth in annual US video game spending since 2002 ($11.7 billion to $60.8 billion)

Our ratio from the ESA’s 2002–2025 series, in nominal dollars (not adjusted for inflation), and the measurement has widened over time to take in digital and mobile spending.

2002 to 2025 (United States)Entertainment Software Association ↗

$52.4 billion

US spending on video game content in 2025: full games, DLC, in-game purchases and subscriptions

Restated from $52.3 billion; up from $51.7 billion in 2024. Content is about 86% of total spending.

Calendar year 2025 (United States)Entertainment Software Association ↗

+20%

growth in US consumer spending on video game subscription services in 2025

The fastest-growing category named in the ESA release; the dollar amount was not published.

Calendar year 2025 (United States)Entertainment Software Association ↗

$26.7 billion

US consumer spending on mobile games in 2025, up 1%

A Sensor Tower figure quoted in the ESA release; it is part of the $52.4 billion content total, so mobile is about half of all US content spending.

Calendar year 2025 (United States)Entertainment Software Association ↗

$5.4 billion

US spending on video game hardware in 2025, up 9% from $4.9 billion

The year the Nintendo Switch 2 launched (June 2025).

Calendar year 2025 (United States)Entertainment Software Association ↗

$2.9 billion

US spending on video game accessories in 2025, down 7% from $3.2 billion

First published as $2.95 billion; restated to $2.9 billion.

Calendar year 2025 (United States)Entertainment Software Association ↗

US consumer spending on video games, 2002–2025

2002$11.7B
2003$11.2B
2004$11.0B
2005$11.4B
2006$13.3B
2007$18.6B
2008$21.6B
2009$20.2B
2010$26.2B
2011$25.4B
2012$24.8B
2013$26.3B
2014$28.4B
2015$30.2B
2016$30.0B
2017$36.3B
2018$42.7B
2019$45.1B
2020$58.2B
2021$61.7B
2022$57.7B
2023$59.7B
2024$59.9B
2025$60.8B
Total consumer spending on video game content, hardware and accessories in the US, in billions of US dollars (nominal). Read from the “U.S. Video Game Industry Sales, 2002–2025” chart in the ESA’s 2026 Essential Facts (source: Circana). The 2025 bar shows the restated $60.8 billion. Earlier years were measured with narrower coverage of digital and mobile spending, so the long-run growth partly reflects better measurement.

Source: Entertainment Software Association — 2026 Essential Facts About the U.S. Video Game Industry (PDF)

Consumer spending in billions of US dollars, as published by the ESA with Circana and Sensor Tower.
Category20242025Change
Content (games, DLC, in-game, subscriptions)$51.7B$52.4B+1%
of which mobilen/a$26.7B+1%
Hardware$4.9B$5.4B+9%
Accessories$3.2B$2.9B−7%
Total$59.9B$60.8B+1.5%

2025 figures are the March 2026 restatement; the first release said $60.7 billion total, $52.3 billion content and $2.95 billion accessories, +1.4% overall. The total change is our calculation on the restated figure.

Source: Entertainment Software Association — 2025 U.S. Consumer Spending on Video Games Nears Pandemic-Level Peak at $60.7 Billion (11 Feb 2026, updated)

US spending on games has moved in a narrow band since the pandemic: a record $61.7 billion in 2021, a dip to $57.7 billion in 2022, then three years of small gains to $60.8 billion in 2025. The mix is changing more than the total. Subscriptions grew 20% in 2025 and hardware 9% on the Switch 2 launch, while accessories fell 7%. Mobile, at $26.7 billion, is roughly half of all content spending. What these numbers do not say is how much was spent on PC storefronts outside Circana’s panel, or what happened after inflation: in real terms, 2025 spending is below 2021.[2][1]

Which video game companies make the most money?

RMB241.6 billion

Tencent’s 2025 games revenue: RMB164.2 billion domestic (+18%) and RMB77.4 billion international (+33%)

The total is our sum of Tencent’s two reported lines. International games revenue passed US$10 billion for the first time.

Calendar year 2025Tencent Holdings ↗

+17%

growth in Tencent’s domestic games revenue in April–June 2026, to RMB47.3 billion

International games revenue was RMB18.6 billion, down 0.8% because of currency moves (up 4% in constant currency).

Q2 2026 (April–June 2026)Tencent Holdings ↗

¥4,685.7 billion

Sony Game & Network Services (PlayStation) sales, essentially flat year on year

Operating income was a record ¥463.3 billion despite a ¥120.1 billion Bungie impairment.

Sony fiscal year to 31 March 2026Sony Group (SEC EDGAR) ↗

+13.9%

growth in Sony’s PlayStation network services sales (PS Plus and other services), to ¥763.1 billion

Our percentage from Sony’s figures; hardware and others fell 12.1% to ¥1,391.6 billion, while digital software and add-ons rose 5.4% to ¥2,415.3 billion.

Sony fiscal year to 31 March 2026Sony Group (SEC EDGAR) ↗

$21.79 billion

Microsoft Xbox revenue, down 7% from a record $23.46 billion

Hardware plus content and services, including Activision Blizzard.

Microsoft fiscal year to 30 June 2026Microsoft (SEC EDGAR) ↗

RMB92.1 billion

NetEase games and related services revenue (US$13.2 billion), up from RMB83.6 billion

About 10% growth by our calculation; online games were 97.3% of the segment.

Calendar year 2025NetEase (SEC EDGAR) ↗

¥2,313.1 billion

Nintendo net sales, up 98.6% and a company record

The first year of Nintendo Switch 2, which sold 19.86 million units in the period. Digital sales rose 25.0% to ¥407.6 billion.

Fiscal year to 31 March 2026Nintendo ↗

$7.53 billion

Electronic Arts net revenue, up 1%; net bookings were $8.03 billion (+9%)

Live services and other were $5,383 million, 71% of revenue. EA’s last annual report as a listed company.

EA fiscal year to 31 March 2026Electronic Arts (SEC EDGAR) ↗

$6.66 billion

Take-Two net revenue, up 18.2%; net bookings were $6.72 billion (+19%)

Mobile was 50.1% of net revenue and console 39.0%.

Take-Two fiscal year to 31 March 2026Take-Two Interactive (SEC EDGAR) ↗

$4.89 billion

Roblox revenue, up 36%; bookings were $6.79 billion

Bookings rose from $4.37 billion in 2024. 82% of Roblox daily users are outside the US and Canada.

Calendar year 2025Roblox (SEC EDGAR) ↗

¥195.4 billion

Capcom net sales, up 15.2%, with a record 59.07 million games sold

A ninth straight year of record profit at every level; Capcom forecasts ¥210.0 billion for the year to March 2027.

Fiscal year to 31 March 2026Capcom ↗

€1.53 billion

Ubisoft net bookings, down 17.4% from €1.85 billion

IFRS sales fell 21.8% to €1,395.7 million; Ubisoft had 36 million monthly active users on console and PC.

Ubisoft fiscal year to 31 March 2026Ubisoft ↗
Each company’s own reported figure in its reporting currency for its latest full fiscal year. Not converted, because the fiscal years and exchange rates differ.
CompanyPeriodGame revenue reportedChange
Tencent (domestic + international games)Year to Dec 2025RMB241.6B+22%*
Sony (Game & Network Services)Year to Mar 2026¥4,685.7BFlat
Nintendo (net sales)Year to Mar 2026¥2,313.1B+98.6%
Microsoft (Xbox)Year to Jun 2026$21.79B−7%
NetEase (games and related services)Year to Dec 2025RMB92.1B (US$13.2B)+10%*
Electronic Arts (net revenue)Year to Mar 2026$7.53B+1%
Take-Two (net revenue)Year to Mar 2026$6.66B+18.2%
Roblox (revenue)Year to Dec 2025$4.89B+36%
Ubisoft (net bookings)Year to Mar 2026€1.53B−17.4%
Capcom (net sales)Year to Mar 2026¥195.4B+15.2%

* Our calculation from the two years the company reports. Tencent’s total is our sum of its domestic and international games lines. Sony and Nintendo include hardware; Nintendo and Capcom figures cover the whole company, nearly all of it games.

Source: Tencent Holdings — Tencent 2025 Annual Report (PDF); Sony Group (SEC EDGAR) — Sony Group Form 20-F for the fiscal year ended 31 March 2026 (filed 18 June 2026); Nintendo — Nintendo Consolidated Financial Highlights, fiscal year ended 31 March 2026 (PDF, 8 May 2026); Microsoft (SEC EDGAR) — Microsoft Form 10-K for the fiscal year ended 30 June 2026; NetEase (SEC EDGAR) — NetEase Announces Fourth Quarter and Fiscal Year 2025 Unaudited Financial Results (Form 6-K, Exhibit 99.1); Electronic Arts (SEC EDGAR) — Electronic Arts Form 10-K for the fiscal year ended 31 March 2026; Take-Two Interactive (SEC EDGAR) — Take-Two Interactive Form 10-K for the fiscal year ended 31 March 2026 (filed 22 May 2026); Roblox (SEC EDGAR) — Roblox Form 10-K for the year ended 31 December 2025; Ubisoft — Ubisoft Reports Full-Year 2025-26 Earnings Figures (press release PDF); Capcom — Capcom consolidated earnings for the year ended March 2026 (press release PDF, 13 May 2026)

The largest game businesses are not all game companies. Tencent’s games revenue of RMB241.6 billion sits inside a social media and payments group, and Sony and Microsoft both run games as one division among several. Growth in the latest year came from new hardware and big releases: Nintendo’s sales doubled with the Switch 2, Take-Two grew 18% on NBA 2K26, Borderlands 4 and its mobile games, and Roblox grew 36%. Ubisoft fell 17% on a thin release slate and Xbox fell 7% as console hardware shrank. What this table does not show is profit: Sony’s game segment made a record ¥463.3 billion of operating income, while Ubisoft reported a large operating loss.[8][16][18][17][22][11][10]

How many people play video games?

67%

share of the US population who play video games one hour a week or more

More than two in three Americans, on any platform.

ESA survey, 11–25 February 2026 (United States)Entertainment Software Association ↗

29%

of American players are 50 or older, the same share as 18–34-year-olds

21% are under 18 and 20% are 35–49.

ESA survey, 11–25 February 2026 (United States)Entertainment Software Association ↗

84% vs 63%

share of American children (5–17) and adults (18–90) who play at least an hour a week

By generation: Alpha 83%, Gen Z 82%, Millennials 71%, Gen X 56%, Boomers 50%, Silent Generation 32%.

ESA survey, 11–25 February 2026 (United States)Entertainment Software Association ↗

Americans who play video games, by ESA report year

2022 report215.5M
2023 report212.6M
2024 report190.6M
2025 report205.1M
2026 report212.3M
Millions of Americans who play video games regularly (at least an hour a week), from each year’s Essential Facts report. Each report is a fresh YouGov survey with its own sample, and the age range and wording have changed between editions (the 2026 report covers ages 5–90). Treat year-to-year moves of a few million as within survey noise.

Source: Entertainment Software Association — 2022 Essential Facts About the U.S. Video Game Industry (PDF); Entertainment Software Association — 2023 Essential Facts About the U.S. Video Game Industry (PDF); Entertainment Software Association — 2024 Essential Facts About the U.S. Video Game Industry (PDF); Entertainment Software Association — Annual ESA Study Reveals Video Games’ Universal Appeal Across Generations (3 Jun 2025); Entertainment Software Association — 2026 Essential Facts About the U.S. Video Game Industry (PDF)

Age of American video game players, 2026

Under 1821%
18–3429%
35–4920%
50+29%
Share of all American players in each age band. Shares sum to 99% because of rounding in the source.

Source: Entertainment Software Association — 2026 Essential Facts About the U.S. Video Game Industry (PDF)

About two in three Americans play, and the average player is now 37, up from 33 in the 2022 report. Children still play most (84% of 5–17-year-olds against 63% of adults), but players aged 50 and over are as large a group as 18–34-year-olds. The count itself moves around: 190.6 million in the 2024 report, 212.3 million in 2026. That swing says more about survey sampling than about millions of people starting or stopping, and the ESA does not publish a margin of error.[1][4][6]

Which platforms and genres do people play?

73%

of US households play on mobile, the most common platform

Against 52% on PC, 44% on console and 10% in virtual reality.

ESA survey, 11–25 February 2026 (United States)Entertainment Software Association ↗

59%

of American players aged 8+ regularly play puzzle games, the most popular genre

Followed by arcade (46%), action (43%) and shooters (37%).

ESA survey, 11–25 February 2026 (United States)Entertainment Software Association ↗

6,761

ESRB age ratings assigned in 2025, 90% of them E, E10+ or T

Covers boxed games and downloadable console titles.

Calendar year 2025 (United States)Entertainment Software Association ↗
Share of all US households that play on each platform.
PlatformShare of US households
Mobile73%
PC52%
Console44%
Virtual reality10%

Source: Entertainment Software Association — 2026 Essential Facts About the U.S. Video Game Industry (PDF)

Genres American players play regularly, 2026

Puzzle59%
Arcade & other46%
Action43%
Shooter37%
Skill & chance35%
Role playing34%
Racing & vehicle sim32%
Simulation32%
Strategy31%
Sports26%
Fighting25%
Share of American players aged 8+ who played each genre regularly in the past year.

Source: Entertainment Software Association — 2026 Essential Facts About the U.S. Video Game Industry (PDF)

Mobile is the default platform: almost three in four US households play on a phone or tablet, against 44% on a console. Puzzle games top the genre list, played by 74% of Boomer and Silent Generation players, while shooters (50% of male players against 23% of female players) and action games skew young and male. These are shares of people, not of money or hours, so they do not say that console and PC matter less to the business: the full-game chart of the year’s top sellers is all console and PC titles such as Battlefield 6, NBA 2K26 and Call of Duty.[1][2]

Digital, subscriptions and in-game purchases

58%

of American players aged 8+ have ever bought in-game content

In-game currency is the most common purchase (34%), then skins (27%), battle passes (26%) and expansions (26%). Gen Z leads at 78%.

ESA survey, 11–25 February 2026 (United States)Entertainment Software Association ↗

35%

of American players aged 8+ bought a game subscription in the past 12 months

25% a console online membership, 18% a gaming library service and 10% a title-specific subscription.

ESA survey, 11–25 February 2026 (United States)Entertainment Software Association ↗

33% vs 24%

of American players aged 8+ bought a digital copy vs a physical copy of a game in the past year

58% downloaded a free game; 43% bought a game in any form.

ESA survey, 11–25 February 2026 (United States)Entertainment Software Association ↗

97.0%

of Take-Two’s net revenue came through digital online channels

Up from 96.4% a year earlier; physical retail was 3.0%. Recurrent consumer spending (in-game purchases, add-ons, ads) was 78.1% of revenue.

Take-Two fiscal year to 31 March 2026Take-Two Interactive (SEC EDGAR) ↗

81%

of EA’s full-game units on PlayStation and Xbox were sold digitally

Up from 78% and 73% in the two previous years. EA’s digital full-game revenue was $1,708 million against $440 million from packaged goods.

EA fiscal year to 31 March 2026Electronic Arts (SEC EDGAR) ↗

How American players got games in the past 12 months

Free download58%
Bought a digital copy33%
Console online membership25%
Bought a physical copy24%
Gaming library subscription18%
Borrowed/traded from someone14%
Title-specific subscription10%
Borrowed/rented from a service8%
Share of American players aged 8+ who acquired a game each way (more than one answer allowed).

Source: Entertainment Software Association — 2026 Essential Facts About the U.S. Video Game Industry (PDF)

  • Take-Two: 97.0% of net revenue through digital channels and 78.1% from recurrent consumer spending in the year to March 2026.
  • Electronic Arts: 81% of console full-game units sold digitally; live services 71% of net revenue.
  • Nintendo: digital sales of ¥407.6 billion, up 25.0%, in the year to March 2026.
  • Sony: digital software and add-on content ¥2,415.3 billion, 53% of PlayStation segment sales to customers by our calculation.

[18][13][16][10]

The free game is the most common way in: 58% of American players downloaded one in the past year, and 58% have bought something inside a game. At the publisher level, physical sales are now a rounding error for some (3% of Take-Two’s revenue) and a shrinking share for others (EA’s packaged revenue fell to $440 million). Subscriptions are the growth story in US spending, up 20% in 2025. What these figures do not say is how much of digital revenue platform holders keep: Sony and Microsoft alone accounted for 39% and 16% of EA’s net revenue as storefronts.[1][18][13][2]

What were the best-selling games of 2025 in the US?

Battlefield 6

the top-grossing console and PC game in the US in 2025

Ahead of NBA 2K26 and Borderlands 4; Circana ranking published by the ESA.

Calendar year 2025 (United States)Entertainment Software Association ↗

MONOPOLY GO!

the top-grossing mobile game in the US in 2025

Ahead of Royal Match and Last War: Survival; Sensor Tower ranking published by the ESA. Roblox placed eighth.

Calendar year 2025 (United States)Entertainment Software Association ↗
Console and PC full games ranked by Circana; mobile games ranked by Sensor Tower; both as published by the ESA.
RankConsole & PC full gameMobile game
1Battlefield 6MONOPOLY GO!
2NBA 2K26Royal Match
3Borderlands 4Last War: Survival
4Monster Hunter: WildsCandy Crush Saga
5Call of Duty: Black Ops 7Whiteout Survival
6Madden NFL 26Township
7EA Sports College Football 26Clash Royale
8EA Sports FC 26Roblox
9The Elder Scrolls IV: Oblivion RemasteredCoin Master
10Call of Duty: Black Ops 6Gossip Harbor: Merge & Story

Circana’s full-game chart covers dollar sales in the US and does not include every digital storefront or Nintendo’s first-party digital sales.

Source: Entertainment Software Association — 2025 U.S. Consumer Spending on Video Games Nears Pandemic-Level Peak at $60.7 Billion (11 Feb 2026, updated)

Battlefield 6 finished ahead of both Call of Duty games in the US in 2025: Black Ops 7 placed fifth and the previous year’s Black Ops 6 tenth. EA had four of the top ten (Battlefield 6, Madden NFL 26, College Football 26 and FC 26). The mobile chart is made up entirely of free-to-play games that earn from in-app purchases. The list ranks dollar sales, not players, so a free game with a huge audience but lower spending can miss it.[2]

Deals and the release calendar

$55 billion

enterprise value of the take-private of Electronic Arts by PIF, Silver Lake and Affinity Partners

Announced 29 September 2025 at $210 a share in cash; completed on 4 August 2026, when EA left Nasdaq. EA called it the largest all-cash sponsor take-private in history.

Announced September 2025, closed 4 August 2026Electronic Arts (SEC EDGAR) ↗Electronic Arts (SEC EDGAR) ↗

225 million+

units of Grand Theft Auto V sold in since 2013; the series has sold in more than 465 million

Sell-in to retailers and digital storefronts, not sell-through to players.

As of the Take-Two 10-K filed 22 May 2026Take-Two Interactive (SEC EDGAR) ↗

€1.16 billion

cash Ubisoft received when its strategic transaction with Tencent closed

Ubisoft says it used it to cut non-IFRS net debt from €885 million to €187 million at 31 March 2026.

Ubisoft fiscal year to 31 March 2026Ubisoft ↗
  • 29 September 2025: EA agrees to be acquired by PIF, Silver Lake and Affinity Partners at $210 a share, an enterprise value of about $55 billion.
  • 4 August 2026: the EA take-private completes and EA shares stop trading on Nasdaq.
  • Year to March 2026: Ubisoft closes its strategic transaction with Tencent and receives €1.16 billion in cash.
  • 19 November 2026: Grand Theft Auto VI release date, confirmed in Take-Two’s August 2026 quarterly report.

[14][15][22][19]

The biggest change in the industry’s structure this year is that Electronic Arts, one of the largest Western publishers, is no longer a public company, so its fiscal 2026 10-K is likely its last detailed public report. The biggest event in the calendar is Grand Theft Auto VI on 19 November 2026: Take-Two expects it to lift net bookings to $8.0–$8.2 billion, about a fifth above fiscal 2026. GTA V alone has sold in more than 225 million units since 2013. What the guidance does not say is how many copies of GTA VI Take-Two expects to sell.[15][13][20][18]

How many jobs does the video game industry create?

Direct industry figures and total impacts including suppliers and spending by workers, from the ESA’s 2026 Economic Impact Report.
MeasureValue
Direct industry employment82,930
Total employment supported250,838
Total wages and benefits$33.5 billion
Total economic output$95.8 billion
Contribution to US GDP$65.5 billion
Total tax revenues$12.7 billion
Sites and locations8,998

Total impacts come from an IMPLAN input-output model run by TEConomy Partners for the ESA; a chart in the report prints 250,968 total jobs, while the text says 250,838 — we use the text figure.

Source: Entertainment Software Association (TEConomy Partners) — 2026 Economic Impact Report: The U.S. Video Game Industry (PDF)

The US game industry is a mid-sized employer, about 83,000 direct jobs, heavily concentrated in California and four other states. Its economic footprint is larger because each job supports about two more elsewhere, which is how the ESA arrives at 250,838 jobs and $95.8 billion of output. These totals come from a model, not a count, and are published by the industry’s own trade body. Company employment data was collected in November and December 2025, so the figures do not reflect any hiring or layoffs since.[7]

Methodology and caveats

Every figure was read by our team on 17 October 2026 from the document cited next to it: the ESA’s 2026 Essential Facts booklet, its earlier Essential Facts reports (2022–2025), its 11 February 2026 spending release and its 2026 Economic Impact Report, and the annual filings or results releases of Tencent, Sony, Microsoft, NetEase, Electronic Arts, Nintendo, Roblox, Take-Two, Capcom and Ubisoft. No statistics aggregator sites were used.

Figures in the Essential Facts booklet are printed inside charts that do not survive text extraction, so we rendered the pages to images and read the numbers by eye. Company figures are taken in their reporting currency and fiscal year; we do not convert currencies. Where we added, divided or compared figures ourselves, the detail says “our calculation”.

We will update this page when the ESA publishes 2026 spending (around February 2027) and the 2027 Essential Facts, and after each company’s next annual results, and log the changes in the update history.

  • US spending figures come from Circana (console, PC, hardware, accessories) and Sensor Tower (mobile) via the ESA; they are panel-based estimates, not a census of every sale, and Circana does not track every digital storefront.
  • ESA player figures come from a YouGov online survey of 13,545 respondents in February 2026, weighted to the US population. The question wording and age range have changed between editions, so the year-by-year player counts are not strictly comparable.
  • The ESA is the trade association of the US video game industry, and its Economic Impact Report is commissioned research based on a model; we mark ESA sources as third-party.
  • Company figures cover different fiscal years (calendar 2025, or years ending March or June 2026), different metrics (revenue, net sales, net bookings) and in some cases hardware or non-game business. They are not a ranking of game revenue on a like-for-like basis.
  • Spending figures are in nominal dollars. Adjusted for inflation, 2025 US spending is below the 2021 peak.
  • No global games market total is given because none is published free by a first-party or government source.

How we research and correct our content is set out in our editorial policy.

Video Game Industry Statistics 2026: FAQ

How big is the video game industry in 2026?

In the US, consumers spent $60.8 billion on video games in 2025, the second-highest year on record after $61.7 billion in 2021, according to the ESA with Circana and Sensor Tower. No free first-party source measures the global market; the largest company, Tencent, alone made RMB241.6 billion from games in 2025.

How many people play video games in the US?

The ESA’s 2026 Essential Facts report says 212.3 million Americans aged 5 to 90 play video games at least an hour a week, which is 67% of the population. The figure was 205.1 million in the 2025 report and 190.6 million in 2024.

What is the average age of a gamer?

The average American video game player is 37 years old, according to the ESA’s 2026 Essential Facts report, up from 36 in 2024 and 2025. Players aged 50 and over make up 29% of all players, the same share as 18–34-year-olds.

How much do Americans spend on mobile games?

Americans spent $26.7 billion on mobile games in 2025, up 1%, according to Sensor Tower data published by the ESA. That is about half of the $52.4 billion spent on all video game content in the US.

What is the biggest video game company by revenue?

Tencent reported the largest games revenue: RMB241.6 billion in 2025 (RMB164.2 billion domestic and RMB77.4 billion international). Sony’s PlayStation segment had ¥4,685.7 billion of sales in the year to March 2026, and Microsoft’s Xbox $21.79 billion in the year to June 2026. Fiscal years and currencies differ, so the ranking is approximate.

How many jobs are in the video game industry?

The US video game industry directly employed 82,930 people in 2025 and supported 250,838 jobs in total, according to the ESA’s 2026 Economic Impact Report. 44% of the direct jobs are in California.

What was the best-selling video game of 2025?

Battlefield 6 was the top-grossing console and PC game in the US in 2025, ahead of NBA 2K26 and Borderlands 4, according to Circana data published by the ESA. MONOPOLY GO! was the top-grossing mobile game.

Is the video game industry growing?

Slowly. US spending grew about 1.5% in 2025 to $60.8 billion, still below the 2021 peak. Results were mixed at the big companies: Nintendo’s sales doubled with the Switch 2 and Take-Two grew 18%, while Xbox revenue fell 7% and Ubisoft’s net bookings 17%.

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CitationHaddad, N. (2026). Video Game Industry Statistics 2026. Virtwave. https://www.virtwave.com/industry-news/video-game-industry-statistics
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Sources

  1. Entertainment Software Association2026 Essential Facts About the U.S. Video Game Industry (PDF)Accessed — YouGov survey, 11–25 Feb 2026, 13,545 respondents. 212.3M players, 67%, average age 37, age and gender split, platforms, genres, purchases, ESRB ratings, and the 2002–2025 US sales chart (Circana). Pages rendered to images and read by eye.
  2. Entertainment Software Association2025 U.S. Consumer Spending on Video Games Nears Pandemic-Level Peak at $60.7 Billion (11 Feb 2026, updated)Accessed — Circana and Sensor Tower data. Restated totals: $60.8B, content $52.4B, hardware $5.4B, accessories $2.9B; subscriptions +20%; mobile $26.7B; 2021 record $61.7B; top-10 console/PC and mobile games.
  3. Entertainment Software AssociationAnnual ESA Study Reveals Video Games’ Universal Appeal Across Generations (3 Jun 2025)Accessed — 2025 Essential Facts: 205.1M Americans play; average age 36.
  4. Entertainment Software Association2024 Essential Facts About the U.S. Video Game Industry (PDF)Accessed — 190.6M Americans play; average player 36.
  5. Entertainment Software Association2023 Essential Facts About the U.S. Video Game Industry (PDF)Accessed — 212.6M Americans play every week.
  6. Entertainment Software Association2022 Essential Facts About the U.S. Video Game Industry (PDF)Accessed — 215.5M active players; average age 33.
  7. Entertainment Software Association (TEConomy Partners)2026 Economic Impact Report: The U.S. Video Game Industry (PDF)Accessed — 82,930 direct jobs at 8,998 sites; 250,838 total jobs; $33.5B wages; $95.8B output; $65.5B GDP; $12.7B taxes; California 44%.
  8. Tencent HoldingsFirst-partyTencent 2025 Annual Report (PDF)Accessed — Domestic Games RMB164.2B (+18%); International Games RMB77.4B (+33%, 32% constant currency), surpassing US$10B.
  9. Tencent HoldingsFirst-partyTencent Announces 2026 Second Quarter Results (PDF)Accessed — Q2 2026: Domestic Games RMB47.3B (+17%); International Games RMB18.6B (−0.8%, +4% constant currency).
  10. Sony Group (SEC EDGAR)First-partySony Group Form 20-F for the fiscal year ended 31 March 2026 (filed 18 June 2026)Accessed — G&NS sales ¥4,685,651M (prior ¥4,670,044M); operating income ¥463,258M; Bungie impairment ¥120.1B; digital software ¥2,415,305M, network services ¥763,126M, hardware & others ¥1,391,622M.
  11. Microsoft (SEC EDGAR)First-partyMicrosoft Form 10-K for the fiscal year ended 30 June 2026Accessed — XBOX revenue $21,790M (FY2025 $23,455M), −7%.
  12. NetEase (SEC EDGAR)First-partyNetEase Announces Fourth Quarter and Fiscal Year 2025 Unaudited Financial Results (Form 6-K, Exhibit 99.1)Accessed — Games and related value-added services RMB92.1B (US$13.2B) in 2025 vs RMB83.6B; online games 97.3% of the segment.
  13. Electronic Arts (SEC EDGAR)First-partyElectronic Arts Form 10-K for the fiscal year ended 31 March 2026Accessed — Net revenue $7,531M (+1%); net bookings $8,026M (+9%); live services $5,383M (71%); 81% of console units digital; digital full game $1,708M vs packaged $440M; Sony 39% and Microsoft 16% of net revenue.
  14. Electronic Arts (SEC EDGAR)First-partyEA Announces Agreement to be Acquired by PIF, Silver Lake, and Affinity Partners for $55 Billion (Form 8-K, Exhibit 99.1, 29 Sep 2025)Accessed — Enterprise value ~$55B; $210 per share in cash; “largest all-cash sponsor take-private investment in history”.
  15. Electronic Arts (SEC EDGAR)First-partyElectronic Arts Form 8-K: completion of the merger (4 Aug 2026)Accessed — Merger closed 4 August 2026; Nasdaq trading suspended before the open on 5 August 2026.
  16. NintendoFirst-partyNintendo Consolidated Financial Highlights, fiscal year ended 31 March 2026 (PDF, 8 May 2026)Accessed — Net sales ¥2,313,051M (+98.6%; prior ¥1,164,922M); Switch 2 19.86M units in the year; digital sales ¥407.6B (+25.0%).
  17. Roblox (SEC EDGAR)First-partyRoblox Form 10-K for the year ended 31 December 2025Accessed — Revenue $4,890.6M (+36%); bookings $6,788.4M (2024 $4,369.1M); 82% of DAUs outside US and Canada.
  18. Take-Two Interactive (SEC EDGAR)First-partyTake-Two Interactive Form 10-K for the fiscal year ended 31 March 2026 (filed 22 May 2026)Accessed — Net revenue $6,656.4M (+18.2%); net bookings $6,721.0M (+19.0%); RCS 78.1%; digital 97.0%; mobile 50.1%; GTA V 225M+ and GTA series 465M+ units sold in.
  19. Take-Two Interactive (SEC EDGAR)First-partyTake-Two Interactive Form 10-Q for the quarter ended 30 June 2026 (filed 7 Aug 2026)Accessed — “Rockstar will release Grand Theft Auto VI on November 19, 2026.”
  20. Take-Two Interactive (SEC EDGAR)First-partyTake-Two Interactive fourth quarter and fiscal year 2026 results release (Form 8-K, 21 May 2026)Accessed — Initial fiscal 2027 outlook: net bookings $8.0–$8.2 billion, driven by the 19 November launch of GTA VI.
  21. CapcomFirst-partyCapcom consolidated earnings for the year ended March 2026 (press release PDF, 13 May 2026)Accessed — Net sales ¥195,365M (+15.2%); operating profit ¥75,295M (+14.5%); 59.07M units; FY3/2027 forecast ¥210,000M.
  22. UbisoftFirst-partyUbisoft Reports Full-Year 2025-26 Earnings Figures (press release PDF)Accessed — Net bookings €1,525.1M (−17.4%; prior €1,846.4M); IFRS sales €1,395.7M (−21.8%); 36M MAU; Tencent transaction €1.16B cash; non-IFRS net debt €187M.

Who compiled this report

Data & Market Research Lead, Virtwave · Built and maintains this calculator

Noor runs market research for Virtwave, tracking gift card volumes, redemption patterns and fraud trends across the 80+ countries we deliver to. She compiles our data reports from primary government sources (FTC, central banks) and the major market-research houses, and cross-checks every figure against our own transaction data before publication.

Rayyan Omar

Senior Gaming Commerce Editor, Virtwave · Checks every figure before an update

Rayyan covers console and PC gaming wallets for Virtwave, with deep specialism in PlayStation Network, Xbox, Razer Gold and Steam. He has been writing about digital gaming commerce since 2020.

Virtwave sells game keys and gift cards, including Steam wallet codes. No platform or publisher paid for, reviewed or approved this report.

Update history

  1. Published 17 Oct 2026: with the ESA’s 2026 Essential Facts, its 2025 spending release (restated figures), the 2022–2025 Essential Facts reports and the 2026 Economic Impact Report, and the latest annual filings or results of Tencent (plus Q2 2026), Sony, Microsoft, NetEase, Electronic Arts, Nintendo, Roblox, Take-Two, Capcom and Ubisoft.

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