Country Reports·Updated Mar 17, 2026 by Vorhaus Advisors
Digital-first entertainment has become the US standard, with smart TV penetration at 63% and connected devices officially surpassing traditional broadcast media.
Gaming is now a near-universal activity with 80% of the population participating, driven by daily mobile play and a significant rise in total annual in-game spending.
Consumers are adopting 'subscription cycling' to manage costs, despite the average household maintaining 3.5 video services and younger consumers (18–34) increasing annual digital media spending by $235.
Privacy concerns are a major market friction, with over 60% of Americans expressing deep anxiety regarding information security and the use of personal data for advertising.
70% of computer gamers now spend at least $30 annually, with a growing consumer demand for cross-title virtual goods trading potentially enabled by blockchain.
A stark generational divide exists in tech adoption, where interest in the Metaverse and VR is rising among the 18–34 demographic, while interest in Augmented Reality has declined across all age groups.
Digital-first entertainment has become the US standard, with smart TV penetration at 63% and connected devices officially surpassing traditional broadcast media.
Gaming is now a near-universal activity with 80% of the population participating, driven by daily mobile play and a significant rise in total annual in-game spending.
Consumers are adopting 'subscription cycling' to manage costs, despite the average household maintaining 3.5 video services and younger consumers (18–34) increasing annual digital media spending by $235.
Privacy concerns are a major market friction, with over 60% of Americans expressing deep anxiety regarding information security and the use of personal data for advertising.
70% of computer gamers now spend at least $30 annually, with a growing consumer demand for cross-title virtual goods trading potentially enabled by blockchain.
A stark generational divide exists in tech adoption, where interest in the Metaverse and VR is rising among the 18–34 demographic, while interest in Augmented Reality has declined across all age groups.