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Video Games

e-Strategy Trends’ continually updated collection of video game trends and statistics for marketing, public relations, advertising and strategic communications professionals.

eSports Spending, 2014-2023 [CHART]

Chart: eSports Spending, 2014-2023

The business of video gaming is big and getting bigger, with a majority of US adults playing this year. A burgeoning area of the gaming industry is much like with regular sports: when people aren’t playing them, they like to watch others play.

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Video Game Use By Platform [CHART]

Chart: Video Game Use By Platform

Apple launched its subscription gaming service Arcade in late September as part of the company’s wider iOS 13 release, betting big on subscription gaming services and joining others like Google and Microsoft.

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Video Game Spectator Sport Spending [CHART]

Chart: Video Game Spectator Sport Spending

While gamers may be seen as easy targets for ridicule, the gaming industry is nothing to scoff at with 2018 revenues reported at more than $43 billion. Millennials, in particular, are big gamers with a new study by Nielsen reporting that two-thirds of US Millennials play video games every month.

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Top Video Game Purchase Factors [CHART]

Chart: Top Video Game Purchase Factors

About two-thirds (65%) of US adults play video games and three-quarters of Americans have at least one gamer in their household. So, with the Entertainment Software Association (ESA) reporting that US gamers spent a total of $43.4 billion last year on games, hardware and peripherals, who are these individuals and what influences them when buying games?

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TV Screen Use [CHART]

Chart: TV Screen Use

While TV devices have often been seen as a form of ‘traditional’ media by marketers, the reality is that some three-quarters of US households have an internet-connected TV.

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Video Gamers’ Share Of The US Population, 2013-2018 [CHART]

Chart: Gamers Share of Population, 2013-2018

The gaming audience continues to expand. In fact, two-thirds (66%) of Americans ages 13 and older self-identify as gamers, up from 58% in 2013, according to a Nielsen study. Gamers are spending an average of 11% of their leisure time with video games this year, a figure that has remained largely consistently over the past few years.

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Subscription Services Market Penetration [CHART]

Chart: Subscription Services Market Penetration

Media subscription services for video, music and software have become so ingrained in our routines that for many, monthly fees are just a part of life. But consumers can only budget so much for these conveniences. Are media budgets squeezing out meal kits and other subscription box services?

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