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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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