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2023
ESSENTIALFACTS
ABOUTTHEU.S.VIDEOGAMEINDUSTRY
VIDEOGAMESAREONEOFAMERICA’SMOST
BELOVEDPASTIMES.EVERYWEEK,212.6MILLION
AMERICANSPLAYVIDEOGAMESASPARTOF
THEIRREGULARROUTINE.
Nomatteryourinterest,thereisavideogameyouwilllove.
So,it’snosurprisethatsomanypeoplechoosetoplay.
Nearlytwo-thirdsofU.S.adultsplayvideogamesregularly,andthatnumberjumpsto76%forchildrenunderthe
ageof18.Playerscomefromallwalksoflife,withstrong
engagementacrossage,genderandracial/ethnicgroups.
Thediversityoftoday’svideogameplayercommunity
reflectsthewiderangeofgamesavailableasasourceoffun
andenjoyment.
Butgamesdon’tsimplyentertain.Theyalsocreate
opportunitiestosharpenourskillsandstimulateour
minds–andevennon-playersrecognizethat.Thisyear’s
researchshowsthat96%ofallAmericansseevideogamesasbeneficial,eveniftheydon’tplaythemregularly.Videogamesareseenasatoolforbuildingproblem-solving
skills,teamworkandcollaboration,communication,conflict
resolutionandleadershipskills.
Gamesalsohelpforgenewconnections,findsafeand
supportivecommunitiesanddeepenourrelationshipswith
thosearoundus.Today,80%ofplayersplaywithothersandmostbelievethatgameshelpthemstayconnectedtofriendsandfamilyandstrengthenthoserelationships.Halfofall
playershavemetagoodfriend,spouseorsignificantother
throughvideogames.Andgamesserveasago-toactivityformoreandmoreAmericanfamilies:76%ofU.S.parentsplayvideogamestohavefunandconnectwiththeirkids.
The2023EssentialFactsAbouttheU.S.VideoGameIndustryreportdetailsAmerica’srelationshipwithvideogamesand
thereasonswhygamescontinuetoinspireanddelightus
all.Playisauniversalneedforkidsaswellasadults.Video
gamesbuildcommunity,keepourmindssharpandbringusclosertoothers.Embracingthepowerofgamesunlocksourextraordinarypotential,transforminglives–andtheworld.
StanleyPierre-Louis
President&ChiefExecutiveOfficer
EntertainmentSoftwareAssociation
TheEntertainmentSoftwareAssociation(ESA)releasedthe2023
EssentialFactsAbouttheU.S.VideoGameIndustryinJuly2023.
CircanaconductedtheannualresearchforESAinApril2023using
anonlinemethodology.Thestudygathereddatafromapproximately
4,000Americansabouttheirvideogameplayinghabitsand
attitudes.The2023EssentialFactsAbouttheU.S.VideoGame
IndustryalsoincludesdataprovidedbytheEntertainmentSoftware
RatingBoard(ESRB),CircanaandSensorTower.
ETHNICITY
EVERYONEPLAYS
212.6MILLIONAMERICANSPLAYVIDEOVIDEOGAMEPLAYERSAREDIVERSE:
GAMESATLEASTONEHOURAWEEK.
THAT'S
65%
OFAMERICANS.
62%ofadults(18+)playvideogames.
76%ofkidsunder18playvideogames.
53%Male
46%Female
1%selected"Other"orchosenottoanswer
4%
Other
6%
Asian/Pacific
Islander
8%72%
Black/AfricanAmericanWhite
10%Hispanic
Theaveragevideogameplayeris32
andhasbeenplayingfor21years.
PLAYERHABITS
52%
(60%vs35%)
FAVORITEGAMES
PLAYERSAREMORELIKELYTHANNON-PLAYERSTO:
TOPFIVEGENRESFORALLPLAYERS:
WatchOn–Demandand/orStreamedTV
(59%vs47%)
63%Puzzle
WatchYouTubeand/orTwitch
Arcade&Other
WatchMoviesinaTheater
(20%vs9%)
44%Skill&Chance回
PlayTabletopGames
(25%vs16%)
Shooter42%
ListentoNon-MusicAudioContent
(31%vs20%)
41%Action
45%ofplayersagreethatvideogamesgivethemthemostvaluefortheirmoneycomparedtomovies,TVandmusic.
PLAYERENGAGEMENT
DEVICESUSED
ToPlayVideoGames
64%Mobile
54%
Console
75%ofplayersplayatleast4hoursof
gamesaweek,acrossallplatforms.
45%
24%
PC/Laptop
Playersaverage12.8hours
aweekacrossallplatforms.
ofplayersonlyplayonsmartphones.
Tablet
12%
10%
of18+videogameplayersuse
VRHeadset
58%
multipleplatforms.
THEBENEFITSOFPLAY
GAMESASBENEFICIAL.
96%
OFAMERICANSVIEW
Inaddition,Americanssaythatvideogames:
BRINGPEOPLEJOY
86%
84%
PROVIDEMENTALSTIMULATION
PROVIDESTRESSRELIEF
HELPIMPROVECOGNITIVESKILLS
HELPBUILDPROBLEMSOLVINGSKILLS
BRINGDIFFERENTPEOPLETOGETHER
CREATEAFEELINGOFCOMMUNITY
83%
81%
81%
80%
71%
BUILDINGCOMMUNITY
THROUGHPLAY
80%OFPLAYERSPLAYWITHOTHERS.
88%SAYGAMESEXPANDTHEIRSOCIALCIRCLES
82%SAYGAMESINTRODUCETHEMTONEWFRIENDSANDRELATIONSHIPS
76%OFPARENTSPLAYVIDEOGAMESWITHTHEIRCHILDREN
60%SAYGAMESHELPTHEMSTAYCONNECTEDTOFRIENDS/FAMILY
50%
HAVEMETAGOODFRIEND,SPOUSEOR
SIGNIFICANTOTHERTHROUGHVIDEOGAMES
47%
OFPARENTSSAYGAMESAREAGREATWAYFORFAMILIESTOSPENDTIMETOGETHER
PARENTSANDGAMES
AMONGPARENTSWITHCHILDREN
WHOPLAYGAMES:
84%areawareof
ESRBratings.
74%regularlyuse
ESRBratings.
Avastmajorityofparentsmakeall/mostofthecontent
decisionsfortheirkids(78%),whileothersoptfora
ESRBRATINGSASSIGNEDIN2022
12%
4,868RATINGS
ASSIGNED
17%
50%
21%
hybridapproachthatinvolvestheirkids(17%).Eitherway,
parentscontinuetoplayakeyroleindeterminingwhich
gamesareappropriatefortheirkids.
TEEN
MATURE
EVERYONE
EVERYONE10+
Includesratingsassignedforboxed(physical)videogamesanddownloadabletitlesplayableonconsoles.
$43.5
$56.1
$59.6
$56.6
THEECONOMICIMPACTOFGAMES
TOTALU.S.CONSUMERSPENDONVIDEOGAMESIN2022
$56.6BILLION
Console:$6.6billion,Content:$47.5billion,
Accessories:$2.5billion
YEAR-OVER-YEARSPENDINBILLIONS
2020
2021
2019
2022
Source:Circana
TOPGAMESINTHEU.S.IN2022
PC/Console
BestSellers*
Mobile
TopGrossing**
1
CallofDuty:
ModernWarfare2
CandyCrushSaga
2
EldenRing
Roblox
3
MaddenNFL23
CoinMaster
4
GodofWar:
Ragnar?k
RoyalMatch
5
LEGOStarWars:
TheSkywalkerSaga
PokémonGo
6
Pokémon:
Scarlet/Violet?
Evony
7
FIFA23
ClashofClans
8
PokémonLegends:Arceus
Homescapes
9
Horizon:
ForbiddenWest
BingoBlitz
10
MLB:
TheShow22^
JackpotParty
*Full-GameSalesOnly
**MobilespendingprovidedbySensorTower,Inc.
?Digitalsalesnotincluded
^XboxDigitalsalesnotincluded
ESAMEMBERS
ESAANDOURPARTNERS
EntertainmentSoftwareAssociation|TheESA.com|@TheESA
505GAMESU.S.NATSUME
TheEntertainmentSoftwareAssociation(ESA)servesasthevoiceandadvocatefortheU.S.videogameindustry.Itsmembersaretheinnovators,creators,
publishersandbusinessleadersthatarereimaginingentertainmentand
ACTIVISIONBLIZZARD
AMAZON
BANDAINAMCO
ENTERTAINMENTAMERICA
CAPCOMU.S.A.
DISNEY
ELECTRONICARTS
EPICGAMES
GEARBOXPUBLISHING
GUNGHOONLINE
ENTERTAINMENTAMERICA
KALYPSOMEDIAU.S.A.
KONAMIOFAMERICA
KRAFTON
MARVELOUSU.S.A.
(XSEEDGAMES)
MICROSOFTCORPORATION
NETFLIX
NEXONAMERICA
NINTENDOOFAMERICA
PLAION
RIOTGAMES
SEGAOFAMERICA
SIXFOOT
SONYINTERACTIVE
ENTERTAIMENT
SQUAREENIX
TAKETWOINTERACTIVE
TENCENTAMERICA
UBISOFT
WARNERBROS.GAMES
WIZARDSOFTHECOAST
transforminghowweinteract,learn,connectandplay.TheESAworkstoexpandandprotectthedynamicmarketplaceforvideogamesthroughinnovative
andengaginginitiativesthatshowcasethepositiveimpactofvideogamesonpeople,cultureandtheeconomy.
ESAFoundation|ESAF|@ESA_Foundation
TheESAFoundationawardsscholarshipstothenextgenerationofindustryinnovatorsandsupportsschoolsandnon-profitsthatleverageinteractiveentertainmenttechnologytocreatemeaningfulopportunitiesforAmerica’syouth.Itseekstoharnessthepowerofthevideogameindustrytocreate
positivesocialimpactandsupportsgeographicallydiverseprojectsandprogramsbenefittinggranteesofallages,racesandgenders.
EntertainmentSoftwareRatingBoard|ESRB.org|@ESRBRatings
TheEntertainmentSoftwareRatingBoard(ESRB)isthenon-profit,self-regulatorybodyforthevideogameindustrythatassignsageandcontentratingstovideogamesandmobileappstohelpparentsdecidewhichareappropriatefortheirfamily.ESRBalsoensurescompaniesresponsiblymarkettheirproducts,aswellasprotecttheirusers’privacy.
Circa
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