Video game stats cover various areas related to video games including industry sales / revenue figures, number of video game players, console penetration numbers, gamer demographic data, and other trends and data related to the video game industry.
Category Tags / Keywords: video games, computer games, gamers, gaming, next generation consoles, internet connected consoles, XBOX, PlayStation, Wii, portable games, GameBoy
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Online Gaming Industry Stats
Video Game Industry Stats
| Stat Name | Data | More Info |
| Number of households with next generation video game consoles in 2012 | 190 million households will use a next-generation video game console in 2012 | |
| % of expected 2012 households with next generation consoles that are connected to the Internet | 80% of an expected 190 million households, 148 million households, with next generation video game consoles will have this console connected to the Internet. | |
| % of connected 2012 video game consoles that will use console-based video services at least once a week | 75% of connected-console households – more than 110 mln – will use console-based video services at least a couple times each week. | |
| U.S. computer and video game software sales | U.S. computer and video game software sales grew six percent in 2007 to $9.5 billion – more than tripling industry software sales since 1996. | |
| % / percent of American households that play computer or video games. | Sixty-five percent of American households play computer or video games. | |
| The average game player age and how long they have been playing | The average game player is 35 years old and has been playing games for 13 years. | |
| The average age of the most frequent game purchaser | The average age of the most frequent game purchaser is 40 years old. | |
| % / percent of all game players that are women. | Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (18 percent). | |
| In 2008, % / percent of Americans over the age of 50 that played video games. | In 2008, 26 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999. | |
| % / percent of heads of households that play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002. | Thirty-six percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002. | |
| % / percent of all games sold in 2007 that were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. | Eighty-five percent of all games sold in 2007 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+. For more information on game ratings, please see www.esrb.org. | |
| % / percent of game players under the age of 18 report that their parents are present when they purchase or rent games. | Ninety-four percent of game players under the age of 18 report that their parents are present when they purchase or rent games. | |
| % / percent of parents that believe games are a positive part of their children’s lives. | Sixty-three percent of parents believe games are a positive part of their children’s lives. | |
| Growth in the entertainment software industry from 2003 to 2006. | Growth – From 2003 to 2006, the entertainment software industry's annual growth rate exceeded 17 percent. Over the same period, the entire U.S. economy grew at a less than four percent rate. | |
| GDP – In 2006, the entertainment software industry's value added to U.S. Gross Domestic Product (GDP). | GDP – In 2006, the entertainment software industry's value added to U.S. Gross Domestic Product (GDP) was $3.8 billion. The industry also makes a disproportionate contribution to the real growth of the nation as whole. For example, in 2005-06 the industry's contribution to real growth exceeded its share of GDP by more than four to one. | |
| direct employment for the entertainment software industry for the four-year period 2002-2006 | For the four-year period 2002-06, direct employment for the industry grew at an annual rate of 4.4 percent. | |
| Number of people directly and indirectly employed by Computer and video game companies. | Computer and video game companies directly and indirectly employ more than 80,000 people in 31 states. | |
| Number of American jobs projected to by provided by entertainment software companies by 2009. | By 2009, it is projected that the industry will support over a quarter of a million American jobs. | |
| The average salary for direct employees in the entertainment software industry | The average salary for direct employees is $92,300, resulting in total national compensation of $2.2 billion. | |
| Top 5 States with the highest concentration of video game jobs. | Top 5 States – California, Washington, Texas, New York and Massachusetts currently have the highest concentration of video game jobs. Collectively, these areas directly employ 16,604 workers and post 70 percent of the industry's total indirect employment. | |
| The largest employer of computer and video game personnel in the United States. | California – California is the largest employer of computer and video game personnel in the nation, accounting for approximately 40 percent of total industry employment nationwide. These companies provided over $1.8 million in direct and indirect compensation to Californians last year. California's computer and video game industry grew by 12.3 percent last year, nearly three times faster than the state's overall growth and added $1.7 billion to the state economy. | |
| Entertainment software industry impact on New Jersey economy. | Other States – New Jersey witnessed a boom in industry growth in recent years as computer and video game companies have expanded beyond New York City. Virginia's entertainment software industry, meanwhile, grew by 552 percent in 2006, with computer and video game companies adding $28.7 million to the Commonwealth's economy. | |
| Computer and video game units sold and revenue in 2007. | Computer and video game companies posted records sales in 2007. The industry sold 267.8 million units, leading to an astounding $9.5 billion in revenue. Of these sales: | |
| Game console software sales in 2007. | Game console software sales totaled $6.6 billion with 153.9 million units sold; | |
| Computer games sales and units sold in 2007. | Computer games sales were $910.7 million with 36.4 million units sold; and, | |
| Portable software sales units sold in 2007. | There was a record $2.0 billion in portable software sales with 77.5 million units sold. | |
| Average number of games sold every second of every day of 2007 | On average, nine games were sold every second of every day of 2007; | |
| Best selling video game title of 2007 | Halo 3, the best-selling title of 2007, took in more revenue in its first day of sales than the biggest opening weekend ever for a movie ("Spider-Man 3") and the final "Harry Potter" book's first day sales; and, | |
| Portable game units sold in 2007 | The entertainment software industry sold over 13.4 million portable game units in 2007, easily trumping the much-hyped Apple iPhone, which sold just four million units. | |
| Fastest growing entertainment software category in 2007 | The genre with the greatest growth was "Family Entertainment," which grew 110 percent over the previous year. Family games accounted to 17.2 percent of all games sold in 2007, more than one of every six games sold, up from 9.1 percent in 2006. In addition, of the games sold in 2007, 56.6 percent were rated "Early Childhood (EC)," "Everyone (E)" and "Everyone 10+ (E10+)." The NPD Group's data also indicates that only 15 percent of games sold last year were rated "Mature (M)." | |
| Average Age of Computer and Video Game Players | The average game player age 35. | |
| Ages of Computer and Video Game Players | 25% under 18 yrs, 49% 18-49yrs, 26% 50+ yrs | |
| % of American Households that play computer or video games | 65% of American households play computer or video games | |
| Gender of Computer and Video Game Players | 40% female, 60% male | |
| Average Age of Computer and Video Game Buyers | The average age of the most frequent game purchaser is 40 | |
| % of computer or video game players that are women, age 18 or older | Women age 18 or older represent a significantly greater portion of the game-playing population (33%) | |
| % of computer or video game players that are male, aged 17 or younger | Boys age 17 or younger (18%) | |
| Average time gamers have been playing computer or video games | 13 is the average number of years adult gamers have been playing computer or video games | |
| % of gamers who play games with other gamers in person | 59% (2008), 56% (2007), 51% (2006) of gamers played with others | |
| % of homes in America that have a video game console | 38% of homes in America have a video game console | |
| 2007 Computer and Video Game Sales by Rating | 45% (Everyone), 12% (Everyone 10+), 28% (Teen), 15% (Mature) | |
| Top-Selling Video Game Genres in 2007 by Units Sold | 4.7% (Strategy), 4.3% (Adventure), 4.5% (Fighting), 17.6% (Family), 7.6% (Role Playing), 12.1% (Shooter), 8.3% (Racing), 14.1% (Sports), 22.3% (Action), 0.7% (Flight), 0.5% (Arcade), 1.0% (Children), 2.3% (Other) | |
| Top-Selling Computer Game Genres in 2007 by Units Sold | 33.9% (Strategy), 5.0% (Adventure), 14.3% (Family), 18.8% (Role Playing), 11.6% (Shooter), 1.5% (Racing) 2.5% (Sports), 2.6% (Action), 2.2% (Flight), 0.9% (Arcade), 3.5% (Children), 3.0% (Other) | |
| Top-Selling Video Games of 2007 | 1.(Halo 3), 2. (Wii Play With Remote) 3. (Call Of Duty 4: Modern Warfare) 4. (Guitar Hero 3:Legends Of Rock(PS2)) 5. (Super Mario Galaxy) 6. (Pokemon Diamond Version), 7. (Madden NFL 08 (PS2)), 8. (Guitar Hero 2 (PS2)), 9. (Assassin's Creed), 10. (Mario Party 8), 11. (Pokemon Pearl Version), 12. (Madden NFL 08 (X360)), 13. (Guitar Hero2 (X360)), 14. (Guitar Hero 3:Legends Of Rock (X360)), 15. ( New Super Mario Bros), 16. (Brain Age 2), 17. (Guitar Hero 3:Legends Of Rock (Wii)), 18. (God Of War 2), 19. (Legend Of Zelda), 20. (Mario Kart) | |
| Top-Selling Computer Games of 2007 | 1.(WORLD OF WARCRAFT: BURNING CRUSADE EXPANSION PACK), 2. (WORLD OF WARCRAFT) 3. (THE SIMS 2 SEASONS EXPANSION PACK) 4. (CALL OF DUTY 4: MODERN WARFARE) 5. (SIM CITY 4 DELUXE) 6. (THE SIMS 2), 7. (COMMAND & CONQUER 3: TIBERIUM WARS), 8. (THE SIMS 2 BON VOYAGE EXPANSION PACK), 9. (MS AGE OF EMPIRES III), 10. (THE SIMS 2 PETS EXPANSION PACK), 11. (THE ORANGE BOX), 12. (WARCRAFT III BATTLE CHEST), 13. (STARCRAFT: BATTLE CHEST), 14. (BATTLEFIELD 2142), 15. ( THE SIMS 2 DELUX), 16. (HALO: COMBAT EVOLVED), 17. (THE SIMS 2 UNIVERSITY EXPANSION PACK), 18. (THE SIMS 2 H&M FASHION STUFF EXPANSION PACK), 19. (BIOSHOCK), 20. (LORD OF THE RINGS ONLINE: SHADOWS OF ANGMAR) | |
| % of the time parents are present at the time games are purchased or rented | 94% of the time parents are present at the time games are purchased or rented. | |
| % of parents believe games are a positive part of their children’s lives. | 63% of parents believe games are a positive part of their children’s lives. | |
| % of the time children receive their parents permission before purchasing or renting a game. | 83% of the time children receive their parents permission before purchasing or renting a game. | |
| % of the time parents monitor the games their children play | Parents report always or sometimes monitoring the games their children play 88% of the time. | |
| Top Four Reasons Parents Play Games | 72% (It’s Fun For The Entire Family), 71% (Because They’re Asked To), 66% (It’s A Good Opportunity To Socialize With The Child), 50% (It’s A Good Opportunity To Monitor Game Content) | |
| % of parents that believe that the parental controls available in all new video game consoles are useful. | 75% of parents believe that the parental controls available in all new video game consoles are useful. | |
| % of parents that place time limits on video game playing. | 80% of parents place time limits on video game playing. | |
| % of parents that place time limits on Internet usage. | 72% of parents place time limits on Internet usage. | |
| % of parents that place time limits on television viewing. | 71% of parents place time limits on television viewing. | |
| % of parents that place time limits on movie viewing. | 65% of parents place time limits on movie viewing. | |
| Gender breakdown of those who play games online | 56% (male), 44% (female) | |
| % of most frequent game players that say they pay to play online games | 22% of most frequent game players say they pay to play online games. | |
| Type of Online Game Played Most Often | 11% (Persistent Multi-Player Universe), 14% (Downloadable games such as Bejewled), 16% (Action/Sports/Strategy/Role Play), 47% (Puzzle/Board/GameShow/Trivia/Card), 12% (Other) | |
| Number of Americans Who Play Games on Wireless Devices | 36% of heads of households report they play games on wireless devices such as a cell phone or PDA, up from 20% in 2002 | |
| Video Game DOLLAR Sales (2006 and 2007) | $6.46 billion (2006), $8.64 billion (2007) | |
| Computer Game DOLLAR Sales (2006 and 2007) | $0.98 billion (2006), $0.91 billion (2007) | |
| Computer and Video Game Dollar Sales (2006 and 2007) | $7.4 billion (2006), $9.5 billion (2007) | |
| Video Game UNIT Sales (2006 and 2007) | 201.8 million (2006), 231.5 million (2007) | |
| Computer Game UNIT Sales (2006 and 2007) | 39.7 million (2006), 36.4 million (2007) | |
| Computer and Video Game UNIT Sales (2006 and 2007) | 241.6 million (2006), 267.9 million (2007) | |
| U.S. Computer and Video Game DOLLAR Sales (1996-2007) | 2.6 billion (1996), 3.7 billion (1997), 4.8 billion (1998), 5.5 billion (1999), 5.6 billion (2000), 6.1 billion (2001), 6.9 billion (2002), 7.0 billion (2003), 7.3 billion (2004), 7.0 billion (2005), 7.4 billion (2006), 9.5 billion (2007), | |
| U.S. Computer and Video Game UNIT Sales (1996-2007) | 73.8 million (1996), 108.8 million (1997), 152.4 million (1998), 184.5 million (1999), 196.3 million (2000), 210.3 million (2001), 225.8 million (2002), 240.9 million (2003), 249.5 million (2004), 229.5 million (2005), 241.6 million (2006), 267.9 million (2007) | |
| Number of Americans Who Plan to Buy Games in 2008 | 41% of Americans have purchased or plan to purchase one or more games in 2008 | |
| Amount of complimentary product purchases stimulated by the entertainment software industry each year | The entertainment software industry stimulates complementary product purchases of roughly $6.1 billion a year. | |
| Amount in HD TV sales attributed to the Xbox 360 video game console | $73 million in HDTV sales can be directly attributed to the XBox 360 game console | |
| Added value to GDP by the entertainment software industry | In 2006, the entertainment software industry's value added to U.S. Gross Domestic Product (GDP) was $3.8 billion | |
| Number of indirect and direct persons employed by the computer and video game industry | Computer and video game companies directly and indirectly employ more than 80,000 people | |
| Number of jobs projected by the computer and video game industry in 2009 | By 2009, it is projected that the industry will support over a quarter of a million American jobs. | |
| Average salary of a direct employee in the computer and video game industry | The average salary for direct employees is $92,300, resulting in total national compensation of $2.2 billion. | |
| Top 5 states with the highest concentration of computer and video game employees | Top 5 States – California, Washington, Texas, New York and Massachusetts currently have the highest concentration of video game jobs. | |
| Number of employees in the top 5 states with the highest concentration of computer and video game employees | Collectively, these areas directly employ 16,604 workers and post 70 percent of the industry's total indirect employment. | |
| Largest employer of video and computer game personnel in the US and number of people employed | California is the largest employer of computer and video game personnel in the nation, accounting for approximately 40 percent of total industry employment nationwide. | |
| Amount of direct and indirect compensation to Californians in 2007 | These companies provided over $1.8 million in direct and indirect compensation to Californians last year | |
| Amount of portable software sales in 2007 | There was a record $2.0 billion in portable software sales with 77.5 million units sold. | |
| Number of video and computer games sold every second of every day in 2007 | On average, nine games were sold every second of every day of 2007 | |
| Biggest opening sales weekend for a video game | Halo 3, the best-selling title of 2007, took in more revenue in its first day of sales than the biggest opening weekend ever for a movie ("Spider-Man 3") and the final "Harry Potter" book's first day sales. | |
| Number of portable game units sold in 2007 | The entertainment software industry sold over 13.4 million portable game units in 2007, easily trumping the much-hyped Apple iPhone, which sold just four million units. | |
| U.S. video game sales in January 2009 | U.S. video game sales were up 13% in January 2009, to $1.33 billion. |
News / Press Related to Video Game Industry Stats
Reports Related to Video Game Industry Stats
| Report Name | Publisher / Creator | More Info |
| 2008 Essential Facts About the Computer and Video Game Industry | ESA Entertainment Software Association |
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| Adults and Video Games | Pew Internet and American Life Project |
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| Teens, Video Games and Civics | Pew Internet and American Life Project |







