The value of the video game market in the United States was estimated at 17.69 billion U.S. dollars in 2016, while the entire global video games market was valued at 75 billion U.S. dollars that same year. In the U.S., software generates roughly half of the video game industry’s revenue; hardware - a third; while accessories account for the rest. Over the last eight years, the decline in physical video game sales has been accompanied by a growth in the share of the digital format. In 2009, 80 percent of video games sold were physical copies and 20 percent were digital. By 2016, the split largely favored the digital distribution. The largest players on the market include companies such as Sony, Activision Blizzard, Electronic Arts, and Ubisoft, to name just a few. In 2016, Sony Computer Entertainment found its way to the gaming companies' hall of fame, with a gaming revenue of 7.8 billion U.S. dollars, second-only to Tencent's 10.2 billion gaming revenue, and out-earning Microsoft by 1.3 billion and Nintendo by six billion U.S. dollars that year.
Gamers and gaming behavior
In 2015, 49 percent of American consumers said they had played a video game at least once in their life. Men are still the dominant gender among gamers, and while there was a time when the proportion of female gamers had seen an increase, it seems that men are reclaiming their majority as gamers. The average American gamer spent nearly 29 hours with a game console each month. On a weekly basis, 27 percent of console users spent an average of three to five hours playing games on this device. Despite the fact that 2012 saw rapid decrease in consumer expenditures to 20.77 billion U.S. dollars, from 24.82 billion in 2011 or 25.13 billion in 2010, recent data on consumer spending on gaming shows that the industry might be picking up again, as 2016 was to see the figure grow to 30.4 billion U.S. dollars.
Statista’s exclusive Global Consumer Survey holds further information on the video gaming behavior of adult internet users in the United States. The comprehensive catalog of consumer research provides detailed figures on device preferences, gamer spending habits, commonly used streaming platforms as well as gaming intensity and weekly hours devoted to the activity. For more in-depth insights each data point is broken down by various target groups to better portray specific gaming habits. All this and much more can be explored in the Global Consumer Survey.
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In the following 5 chapters, you will quickly find the 34 most important statistics relating to "Gaming".