Market (Overall)·Updated Mar 17, 2026 by Newzoo
Report · January 1, 2022
Published by Newzoo
The United States represents the second-largest gaming market globally, generating $47.3 billion in revenue from a population of 191 million gamers. Research conducted in 2022 indicates that 72% of the American online population are game enthusiasts, a broad category encompassing those who play, watch, or socially engage with video games. While 71% of the population plays games, there is a significant overlap with viewership, as 44% of the population watches gaming video content and 18% engages with esports. The demographic profile of American gamers is nearly evenly split by gender, with 52% identifying as male and 47% as female. Engagement spans all age groups, though the 21-35 bracket is the most active at 35%. Player motivations are diverse, led by social interaction (37%), action (37%), and achievement (36%). While mobile is the most popular platform by reach, capturing 48% of players, console gaming commands the highest engagement time, averaging six hours per week. Economic engagement is high, with 49% of the online population spending money on games. The primary drivers for spending include the desire to play with friends or family, taking advantage of sales, and unlocking exclusive content. Popular titles like Fortnite, Grand Theft Auto V, and Call of Duty dominate the market, with shooters and adventure games ranking as the top genres by monthly active users. This data is derived from a 2022 consumer insights survey of 3,054 online respondents in the U.S., part of a broader global study covering 36 markets.
American Gamers Key Insights Into © Newzoo 2022
© Newzoo 2022 2 $47.3B 191M #2 in the world #2 in the world Source: Newzoo Global Games Market Report
© Newzoo 2022 13% 15% Nearly 3-in-4 Americans are Game Enthusiasts Game Enthusiasts 1 Lapsed Gamers Non-Gamers 72% 3 Share of Game Enthusiasts 1 Base: Total Online Population How Game Enthusiasts Engage with Games Base: Total Online Population 1 Game Enthusiasts are consumers who engage with gaming through playing, viewing, owning, and/or social behavior 2 Other gaming engagement includes visiting online gaming communities, discussing video games with family and friends, listening to gaming podcasts, and attending large in-person gaming conventions Source: Consumer Insights – Games & Esports 2022 Base: Total online population (n=3,054) 71% Play 8% Create Content 29% Other Gaming Engagement 2 44% View
© Newzoo 2022 43% 1% Only Viewing Playing & Viewing Source: Consumer Insights – Games & Esports 2022 Base: Total online population (n=3,054) 71% 44% 18% 9% Total Players Total Viewers Esports Audience Esports Enthusiasts Share of Players & Viewers Base: Total Online Population Viewers are those that watch live-streamed or pre-recorded gaming video content in the past 12 months Esports Audience are those that watch professional competitive gaming (e-sports) video content in the past 12 months Esports Enthusiasts are those that watch gaming (e-sports) video content once a month or more Playing and Viewing Overlap While playing continues to be the #1 way to engage with games, most American Game Enthusiasts are also viewing gaming content. There are many different ways to view gaming content, from following your favorite streamers to watching game play tips and tricks and, of course, esports. A whopping 18% of the American online population has watched esports in the past 12 months. And, half of these Esports viewers do so on a monthly basis. While esports is still growing in participation and viewership, it’s clear that this is not a niche pastime in the US. 28% Only Playing 4 Most American Game Enthusiasts Engage by Playing and Viewing
© Newzoo 2022 Non-Gamers Lapsed Gamers Game Viewers Solo Gamers 3% Mainstream Gamers 19% Time Fillers 19% Newzoo’s proprietary gamer segmentation wherein playing, viewing, owning, and socializing/other gaming engagement are the four main dimensions for classification As gaming continues to expand its reach, gamers themselves become a more diverse and varied group. True to its name, Mainstream Gamers are one of the most common personas in the US, alongside Time Fillers. Despite similarities in size, these two groups demonstrate how varied gamers can truly be. Mainstream Gamers invest significant time both playing and watching games, while Time Fillers take a more casual and playing-exclusive approach to the pastime. Game Fans Ultimate Gamers 3% All-Round Enthusiasts 3% Community Gamers 6% Backseat Viewers 1% Popcorn Gamers 17% Lapsed Gamers 13% Non-Gamers 15% 5 Regular Players Source: Consumer Insights – Games & Esports 2022 Base: Total Online Population (n=3,054) Gaming Persona Distribution in the US There is No Single Type of American “Gamer”
© Newzoo 2022 6 Gamers Represent All Ages and Genders in the US. Motivations Also Vary Playing Motivations Base: Those who have played video games on a PC, console, or mobile in the past 6 months (n=2,203) 37% 37% 36% 35% 34% 34% 32% Social Action Achievement Mastery Immersion Aesthetics Creativity Source: Consumer Insights – Games & Esports 2022 Motivations of Players 26% 35% 25% 13% 10-20 21-35 36-50 51-65 Gender Age Demographics 1% Male Female Non-Binary/Other 47% 52%
Gaming has evolved into a multi-dimensional entertainment ecosystem where traditional play is no longer the sole driver of engagement. Findings indicate that 79% of the global online population are game enthusiasts, participating through playing, viewing content, or socializing in virtual worlds. This shift is most pronounced among younger generations; for Gen Alpha, gaming has surpassed social media and streaming video as the primary source of entertainment. The research highlights a significant trend toward the "metaverse," with 75% of players and 44% of non-players engaging in game worlds for social interaction without playing the core game. This high level of engagement translates into substantial economic impact, with consumer spending in the sector projected to exceed $200 billion in 2023. Approximately half of Gen Alpha, Gen Z, and Millennial gamers are already classified as payers, a figure expected to rise as younger cohorts gain independent purchasing power. Data suggests that gamers are a highly receptive audience for brands, exhibiting 36% more positive attitudes toward brand messaging compared to non-players. However, the diversity of the audience necessitates a nuanced approach. Using proprietary segmentation, the analysis shows that while older generations often act as "Time Fillers," younger audiences are more likely to be "Ultimate Gamers" or "All-Round Enthusiasts." Even within the same genre, such as Battle Royale, player demographics and motivations vary significantly between titles like Fortnite and Apex Legends, affecting their preferences for products like energy drinks or alcohol. The findings are based on a 2022 study utilizing Computer Assisted Web Interviewing (CAWI) with a representative sample of 75,930 respondents. The scope covers 36 global markets across North America, Europe, Latin America, and Asia-Pacific, targeting the online population aged 10 to 65. Additional sentiment studies on the metaverse and blockchain gaming supplement the core consumer data.
The United Kingdom represents a major global gaming hub, ranking as the sixth-largest market by revenue and tenth by player population as of late 2022. Research conducted among the online population aged 10 to 65 indicates that gaming is a primary entertainment pillar in the region, with 71% of the population identifying as game enthusiasts. This engagement is split between active play and content viewership, with 36% of the population exclusively playing games and another 35% both playing and viewing gaming video content. The demographic profile of UK gamers is nearly balanced by gender, consisting of 52% male and 47% female players. While gaming spans all age groups, the 21-35 bracket is the most active. Motivation for play is driven primarily by the desire to unwind and relax, followed by the pursuit of achievement and social interaction. When categorized by persona, Time Fillers—those who play casually to pass the time—represent the largest segment, followed by Mainstream Gamers who engage deeply with both play and viewership. Platform preferences show that mobile gaming has the highest reach at 46%, followed by console at 41% and PC at 29%. However, PC and console players demonstrate higher average weekly time commitments compared to mobile users. Financial engagement is also significant, with 63% of players identified as payers. The primary driver for spending is the availability of sales or special offers, though social motivations, such as spending to play with friends or family, also influence purchasing behavior. The findings are based on a 2022 survey of 2,010 respondents in the United Kingdom, part of a broader global study covering 36 markets. The methodology utilizes a representative sample of the online population to track dozens of key performance indicators, including audience profiles, platform behavior, and monetization trends.
This analysis of the 2024 U.S. video gaming market identifies a resilient landscape where 71% of the population, or approximately 236.4 million people, engage with games. While this reflects a slight decline from the 74% peak seen in 2020, it remains significantly higher than the 67% recorded in 2018. The study utilizes a survey of 5,100 active gamers aged two and older, conducted between May and June 2024, to categorize the audience into six distinct behavioral segments: Super Gamers, Console Warriors, Transitionals, Easy Accessors, Daily Dabblers, and Incidental Players. A primary finding is that while the total player count has dipped slightly, engagement and monetization are increasing. Gamers now spend an average of 14.5 hours per week playing, an increase of 1.8 hours since 2022. Spending has also risen to an average of $56.20 over a six-month period. Mobile remains the most pervasive platform, used by 65% of the total population, while console gaming has seen the most significant growth in weekly time investment. Conversely, PC gaming saw a 4% decline in reach since 2022. The market is shifting toward more dedicated segments. There has been a notable decrease in casual "Incidental Players" and "Daily Dabblers," with a corresponding migration toward "Super Gamers" and "Transitionals." Super Gamers represent the most valuable demographic, typically consisting of males aged 18 to 34 who play across multiple platforms and engage deeply with gaming culture, including streaming and esports. Although teens and young adults remain the most valuable segments in terms of time and spend, the report notes that player investment is rising across nearly all age groups despite the overall contraction in the total number of gamers.
Gaming has evolved into a multi-dimensional entertainment ecosystem that extends far beyond traditional play, encompassing viewing, socializing, and content creation. Research conducted between February and April 2022 across 36 global markets reveals that 79% of the online population are game enthusiasts. This engagement is most profound among younger generations; for Gen Alpha, gaming has surpassed social media and streaming as the primary source of entertainment. The study utilized a representative sample of 75,930 respondents aged 10 to 65 to analyze behaviors across five distinct generational cohorts. Data indicates that gaming is increasingly a platform for social connection, with 75% of players engaging in game worlds for social purposes without playing the primary game. This trend is a significant driver of the emerging metaverse. Financial engagement is also high, with approximately half of Gen Alpha, Gen Z, and Millennials spending money on games. Total consumer spending in the sector was projected to exceed $200 billion in 2023. Furthermore, the rise of blockchain gaming and play-to-earn models shows significant future potential, with 34% of players in the United States expressing interest in these technologies. The findings emphasize that gamers are a highly attractive demographic for brands, as players generally hold 36% more positive attitudes toward brands compared to non-players. However, the diversity of the audience necessitates a nuanced approach to engagement. Using a proprietary segmentation model, the research identifies various personas ranging from Ultimate Gamers to Time Fillers. For instance, while both Apex Legends and Fortnite are battle royale titles, their player bases differ significantly in age, gender, and brand preferences, illustrating that effective marketing requires deep insights into specific game communities and generational motivations.