ABOUT THE U.S. VIDEO GAME INDUSTRY
ESSENTIAL
FACTS
ESSENTIAL
FACTS
20232023
The Entertainment Software Association (ESA) released the 2023
Essential Facts About the U.S. Video Game Industry in July 2023.
Circana conducted the annual research for ESA in April 2023 using
an online methodology. The study gathered data from approximately
4,000 Americans about their video game playing habits and
attitudes. The 2023 Essential Facts About the U.S. Video Game
Industry also includes data provided by the Entertainment Software
Rating Board (ESRB), Circana and Sensor Tower.
VIDEO GAMES ARE ONE OF AMERICA’S MOST
BELOVED PASTIMES. EVERY WEEK, 212.6 MILLION
AMERICANS PLAY VIDEO GAMES AS PART OF
THEIR REGULAR ROUTINE.
No matter your interest, there is a video game you will love.
So, its no surprise that so many people choose to play.
Nearly two-thirds of U.S. adults play video games regularly,
and that number jumps to 76% for children under the
age of 18. Players come from all walks of life, with strong
engagement across age, gender and racial/ethnic groups.
The diversity of today’s video game player community
reects the wide range of games available as a source of fun
and enjoyment.
But games don’t simply entertain. They also create
opportunities to sharpen our skills and stimulate our
minds – and even non-players recognize that. This year’s
research shows that 96% of all Americans see video games
as benecial, even if they don’t play them regularly. Video
games are seen as a tool for building problem-solving
skills, teamwork and collaboration, communication, conict
resolution and leadership skills.
Stanley Pierre-Louis
President & Chief Executive Ofcer
Entertainment Software Association
Games also help forge new connections, nd safe and
supportive communities and deepen our relationships with
those around us. Today, 80% of players play with others and
most believe that games help them stay connected to friends
and family and strengthen those relationships. Half of all
players have met a good friend, spouse or signicant other
through video games. And games serve as a go-to activity for
more and more American families: 76% of U.S. parents play
video games to have fun and connect with their kids.
The 2023 Essential Facts About the U.S. Video Game Industry
report details Americas relationship with video games and
the reasons why games continue to inspire and delight us
all. Play is a universal need for kids as well as adults. Video
games build community, keep our minds sharp and bring us
closer to others. Embracing the power of games unlocks our
extraordinary potential, transforming lives – and the world.
EVERYONE PLAYS
212.6 MILLION AMERICANS PLAY VIDEO
GAMES AT LEAST ONE HOUR A WEEK.
VIDEO GAME PLAYERS ARE DIVERSE:
65%
OF AMERICANS.
THAT'S
4%
Other
72%
White
10%
Hispanic
8%
Black/African American
6%
Asian/Pacic
Islander
ETHNICITY
62% of adults (18+) play video games.
76% of kids under 18 play video games.
21 years.
32
The average video game player is
and has been playing for
1% selected "Other" or chose not to answer
53%
Male
46%
Female
TOP FIVE GENRES FOR ALL PLAYERS:
63%
Puzzle
52%
Arcade & Other
44%
Skill & Chance
42%
Shooter
41%
Action
FAVORITE GAMES PLAYER HABITS
PLAYERS ARE MORE LIKELY THAN NON-PLAYERS TO:
Watch On–Demand and/or Streamed TV
(59% vs 47%)
Watch YouTube and/or Twitch
(60% vs 35%)
Watch Movies in a Theater
(20% vs 9%)
Play Tabletop Games
(25% vs 16%)
Listen to Non-Music Audio Content
(31% vs 20%)
45% of players agree that video games give them
the most value for their money compared to movies,
TV and music.
PLAYER ENGAGEMENT DEVICES USED
75%
of players play at least 4 hours of
games a week, across all platforms.
64%
Mobile
45%
PC/Laptop
24%
Tablet
10%
VR Headset
54%
Console
Players average
12.8 hours
a week across all platforms.
12%
of players only play on smartphones.
58%
of 18+ video game players use
multiple platforms.
To Play Video Games
THE BENEFITS OF PLAY
96%
OF AMERICANS VIEW
GAMES AS BENEFICIAL.
In addition, Americans say that video games:
BRING PEOPLE JOY
86%
84%
83%
81%
71%
81%
80%
PROVIDE MENTAL STIMULATION
PROVIDE STRESS RELIEF
HELP IMPROVE COGNITIVE SKILLS
CREATE A FEELING OF COMMUNITY
HELP BUILD PROBLEM SOLVING SKILLS
BRING DIFFERENT PEOPLE TOGETHER
BUILDING COMMUNITY
THROUGH PLAY
80%
OF PLAYERS PLAY WITH OTHERS.
82%
76%
60%
50%
47%
SAY GAMES EXPAND THEIR SOCIAL CIRCLES
SAY GAMES INTRODUCE THEM TO NEW FRIENDS AND RELATIONSHIPS
OF PARENTS PLAY VIDEO GAMES WITH THEIR CHILDREN
SAY GAMES HELP THEM STAY CONNECTED TO FRIENDS/FAMILY
HAVE MET A GOOD FRIEND, SPOUSE OR
SIGNIFICANT OTHER THROUGH VIDEO GAMES
OF PARENTS SAY GAMES ARE A GREAT WAY
FOR FAMILIES TO SPEND TIME TOGETHER
88%
PARENTS AND GAMES
84% are aware of
ESRB ratings .
74% regularly use
ESRB ratings.
A vast majority of parents make all/most of the content
decisions for their kids (78%), while others opt for a
hybrid approach that involves their kids (17%). Either way,
parents continue to play a key role in determining which
games are appropriate for their kids.
50%
17%
21%
12%
EVERYONE 10+
EVERYONE TEEN
MATURE
Includes ratings assigned for boxed (physical) video games and
downloadable titles playable on consoles.
ESRB RATINGS ASSIGNED IN 2022
AMONG PARENTS WITH CHILDREN
WHO PLAY GAMES:
4,868 RATINGS
ASSIGNED
TOP GAMES IN THE U.S. IN 2022
PC/Console
Best Sellers
*
Mobile
Top Grossing
**
1
Call of Duty:
Modern Warfare 2
Candy Crush Saga
2
Elden Ring Roblox
3
Madden NFL 23 Coin Master
4
God of War:
Ragnarök
Royal Match
5
LEGO Star Wars:
The Skywalker Saga
Pokémon Go
6
Pokémon:
Scarlet/Violet
Evony
7
FIFA 23 Clash of Clans
8
Pokémon Legends:
Arceus
Homescapes
9
Horizon:
Forbidden West
Bingo Blitz
10
MLB:
The Show 22^
Jackpot Party
THE ECONOMIC IMPACT OF GAMES
TOTAL U.S. CONSUMER SPEND ON VIDEO GAMES IN 2022
YEAR-OVER-YEAR SPEND IN BILLIONS
$56.6 BILLION
Console: $6.6 billion , Content: $47.5 billion,
Accessories: $2.5 billion
2019 2020 2021 2022
$43.5 $56.1 $59.6 $56.6
Source: Circana
*Full-Game Sales Only
**Mobile spending provided by Sensor Tower, Inc.
Digital sales not included
^Xbox Digital sales not included
ESA MEMBERS ESA AND OUR PARTNERS
Entertainment Software Association | TheESA.com | @TheESA
The Entertainment Software Association (ESA) serves as the voice and advocate
for the U.S. video game industry. Its members are the innovators, creators,
publishers and business leaders that are reimagining entertainment and
transforming how we interact, learn, connect and play. The ESA works to expand
and protect the dynamic marketplace for video games through innovative
and engaging initiatives that showcase the positive impact of video games on
people, culture and the economy.
ESA Foundation | ESAFoundation.org | @ESA_Foundation
The ESA Foundation awards scholarships to the next generation of industry
innovators and supports schools and non-prots that leverage interactive
entertainment technology to create meaningful opportunities for America’s
youth. It seeks to harness the power of the video game industry to create
positive social impact and supports geographically diverse projects and
programs benetting grantees of all ages, races and genders.
Entertainment Software Rating Board | ESRB.org | @ESRBRatings
The Entertainment Software Rating Board (ESRB) is the non-prot, self-regulatory
body for the video game industry that assigns age and content ratings to video
games and mobile apps to help parents decide which are appropriate for their
family. ESRB also ensures companies responsibly market their products, as well
as protect their users’ privacy.
Circana | Circana.com
Circana is the leading advisor on the complexity of consumer behavior.
Through unparalleled technology, advanced analytics, cross industry data and
deep expertise, Circana provides clarity that helps almost 7,000 of the world’s
leading brands and retailers take action and unlock business growth. Circana
understands more about the complete consumer, the complete store and the
complete wallet, so their clients can go beyond the data to apply insights, ignite
innovation, meet consumer demand and outpace the competition. Practice areas
include consumer packaged goods, apparel, appliances, automotive, beauty,
books, B2B technology, consumer technology, e-commerce, fashion accessories,
food consumption, foodservice, footwear, home, home improvement, juvenile
products, media entertainment, mobile, ofce supplies, retail, sports, toys and
video games.
505 GAMES U.S.
ACTIVISION BLIZZARD
AMAZON
BANDAI NAMCO
ENTERTAINMENT AMERICA
CAPCOM U.S.A.
DISNEY
ELECTRONIC ARTS
EPIC GAMES
GEARBOX PUBLISHING
GUNGHO ONLINE
ENTERTAINMENT AMERICA
KALYPSO MEDIA U.S.A.
KONAMI OF AMERICA
KRAFTON
MARVELOUS U.S.A.
(XSEED GAMES)
MICROSOFT CORPORATION
NATSUME
NETFLIX
NEXON AMERICA
NINTENDO OF AMERICA
PLAION
RIOT GAMES
SEGA OF AMERICA
SIX FOOT
SONY INTERACTIVE
ENTERTAIMENT
SQUARE ENIX
TAKE TWO INTERACTIVE
TENCENT AMERICA
UBISOFT
WARNER BROS. GAMES
WIZARDS OF THE COAST
www.TheESA.com
© 2023 Entertainment Software Association