Just over 205 million people in the US played video games for more than an hour a week in 2024, according to a new report by the Entertainment Software Association.
The ESA’s 2025 Essential Facts About the Video Game Industry report was conducted in February 2025 by YouGov, surveying 5,000 respondents.
It found that the average American player is 26 years old, and has been playing games for 18 years. 47% of those surveyed identified as female, while 52% identified as male.
By comparison, the gender breakdown in 2023 saw 46% identify as female and 53% identify as male.
83% of US households reported having played at least one video game device in the past year, with mobile being the most played platform at 72% – up 5% year-on-year. PC came in second at 54%, while console saw an increase of 6% compared to 2023 at 42%.
Looking at game purchases, 57% of players said they downloaded a free game within the last 12 months, while 40% purchased a game and 33% bought a subscription service.
According to the ESA, “price and gameplay quality are the top factors when considering a new game”.
31% of respondents said accessibility was also very important when choosing a game, with 36% of adults with disabilities generally agreeing that games were “somewhat accessible”.
Over half of those surveyed said they purchased in-game content, with in-game currency being the most popular at 34% followed by character skin or customisation items and expansion packs tied at 26%.
As for player behaviour, 68% of those surveyed said they play games to pass the time or relax, 62% play games for fun, and 35% use games for mental stimulation.
The ESA noted that “mental stimulation is a primary benefit perceived by older adults, while younger adults focus more on bringing joy, creating accessible experiences, building new relationships, and stress relief” when playing games.
Elsewhere, the ESA found that parents were more likely to play video games when compared to total adults, with 82% saying they played video games with their children.
62% of parents used parental controls to set limits on in-game spending, while 90% utilised the feature based on a game’s age rating.
“Video games are a powerful cultural force that have a universal appeal across every demographic due to their widespread appeal as a fun and beneficial way to spend time,” said ESA president and CEO Stanley Pierre-Louis.
“With nearly two-thirds of Americans regularly playing, it’s important to recognise that the nation’s most beloved form of entertainment also provides mental stimulation, stress relief, and meaningful social connection that extends well beyond the moment of play.”