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Home Entertainment

ESA’s Stanley Pierre-Louis: Video games are the “most popular and successful form of entertainment” in the US

Story Center by Story Center
June 6, 2026
Reading Time: 4 mins read
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ESA's Stanley Pierre-Louis: Video games are the "most popular and successful form of entertainment" in the US

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In 2025, more than 212 million Americans ages 5 to 90 played video games, according to the latest Entertainment Software Association data.

The ESA’s 2026 Essential Facts about the US Video Game Industry report was conducted by YouGov from February 11 to 25, 2026, surveying 13,545 respondents.

This included 9,932 people who play at least one hour per week and 3,613 who play less than one hour or not at all.

The report found the average age of US players is 37, with half of all players aged 35 or older. Active players are 53% male and 46% female.

In the past year, 83% of US households used at least one gaming device. Players spent 21% of their weekly screen time on games, averaging 12 hours weekly.

Mobile was the most popular platform, used by 73% of households and 80% of players aged 8 or older. Nearly a third of players use mobile exclusively.

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Mobile gaming remains popular across all age groups and is more common among female players. PC and console usage declines with age and is more common among male players.


Image credit: Leeder Bose via Unsplash

Overall, 52% of players use PCs, 44% use consoles, and 10% use VR devices.

“The playing experience on console and PC is still very, very meaningful to core gamers,” ESA president and CEO Stanley Pierre-Louis tells GamesIndustry.biz. “Because of the ability to play with others, to connect and also the experience you can have on these machines, which are just so innovative and technologically powerful.”

75% of parents play video games weekly, and 81% of those report enjoying games with their children.

Half of parents allow their children to play games for skill development. About 40% do so to encourage social play or because they enjoy playing together.

Parents reported that games account for a quarter of their children’s weekly screen time. Most prefer their children to spend time on video games rather than social media.

In the past year, 58% of players downloaded a free game, while 43% purchased a game.

Price and gameplay are the top factors when players choose a game, followed by story, genre, graphics, and single-player availability.

Most younger players – Alpha (69%), Gen Z (78%), and Millennials (67%) – have purchased in-game content, spending an average of $20 monthly.

Among adults surveyed, 85% cited fun, 79% mental stimulation, and 78% stress relief as benefits of gaming. Younger generations value games for bringing people together (88%) and building relationships (87%).

“We’ve seen a shift where all Americans view video games positively”

ESA president and CEO Stanley Pierre-Louis

Most adults agreed that video games help develop problem-solving skills (76%), teamwork and collaboration (67%), adaptability and resilience (58%), STEM skills (53%), and communication skills (52%).

“A majority believe that games provide mental stimulation, stress relief, and can be educational,” explains Pierre-Louis. “That was striking to us because non-gamers have a perception of how they are viewed in society. We’ve seen a shift where all Americans view video games positively.

“That’s great in a society where games had such notoriety just 30 and 20 years ago, just to see the shift that’s happened and just shows the impact of games.”

Nearly 90% of players who participate in a sport both virtually and in real life say playing the game improves their real-world performance.

Pierre-Louis noted that NBA and NFL players “heavily play these games” in their downtime.


90% of players who participate in sport say playing games improves their real-world performance | Image credit: 2K Games

“There are coaches who notice that players are coming to training camp, understanding that the playbook’s better because when you play Madden, there’s an NFL playbook that has different signal calls that we don’t really use in everyday life.

“You’ve got kids who are growing up playing with a playbook who become adults, and they play these things, and so they know that there are certain terms of art. That realism actually helps in adaptation for real-life athletes.”

Overall, Pierre-Louis said that the ESA’s latest study “demonstrates that games continue to be the most popular and successful form of entertainment that this country – and the world – produces.”

“We want to make sure that our industry is creating the best experience and demonstrating the passion and the artistry in the most powerful way to reach as many people as possible. And for today, that means about two in three Americans and one in three people worldwide. It’s a good start.”

‘ The preceding article may include information circulated by third parties ’

‘ Some details of this article were extracted from the following source www.gamesindustry.biz ’

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