> For the complete documentation index, see [llms.txt](https://docs.possestudios.org/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.possestudios.org/.../posse-studios/statistics.md).

# Statistics

## <mark style="color:purple;">Introduction</mark>

Gaming has rapidly evolved from a niche pastime to a major force in the entertainment sector. Currently, the gaming industry is valued at approximately $282 billion, and this figure is expected to rise significantly in the coming years. Projections indicate that by 2027, the industry could reach a valuation exceeding $363 billion. In this analysis, we will explore the most recent statistics on the growing number of individuals identifying as gamers.

<figure><img src="https://3236529052-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FyoQPSndKA7I883gcSCrH%2Fuploads%2F3XHkt9SNh0orC0zW8lBn%2FScreenshot%202024-09-11%20170509.png?alt=media&amp;token=1111d93a-8d07-4f53-aa8a-e46eea80b1a7" alt=""><figcaption><p>Source: Statista Market Insights</p></figcaption></figure>

### <mark style="color:purple;">How many gamers are there?</mark>

* In 2024, there are approximately **3.32 billion** gamers worldwide.
* The US has **over 3,000** esports players.
* Asia is home to almost **1.5 billion** gamers.
* **53%** of males are gamers.
* **52%** of gamers subscribe to at least one gaming service.

Recent data represents an increase of over 1 billion gamers in just the past eight years.

<figure><img src="https://3236529052-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FyoQPSndKA7I883gcSCrH%2Fuploads%2FIz2GxKRGZQr1MVWSvyRK%2Fglobal-active-gamers-min.png?alt=media&amp;token=30346452-dcd4-4238-b77e-feb8091cb69b" alt=""><figcaption></figcaption></figure>

### <mark style="color:purple;">Breakdown of global active gamers over time</mark>

<table><thead><tr><th>Year</th><th>Number of Gamers</th><th width="210">Increase Over Prev Year</th><th>Increase (%)</th></tr></thead><tbody><tr><td>2015</td><td>2.03 billion</td><td>-</td><td>-</td></tr><tr><td>2016</td><td>2.17 billion</td><td>140 million</td><td>↑ 6.9%</td></tr><tr><td>2017</td><td>2.33 billion</td><td>160 million</td><td>↑ 7.37%</td></tr><tr><td>2018</td><td>2.49 billion</td><td>160 million</td><td>↑ 6.87%</td></tr><tr><td>2019</td><td>2.64 billion</td><td>150 million</td><td>↑ 6.02%</td></tr><tr><td>2020</td><td>2.81 billion</td><td>170 million</td><td>↑ 6.44%</td></tr><tr><td>2021</td><td>2.96 billion</td><td>150 million</td><td>↑ 5.34%</td></tr><tr><td>2022</td><td>3.09 billion</td><td>130 million</td><td>↑ 4.39%</td></tr><tr><td>2023</td><td>3.22 billion</td><td>130 million</td><td>↑ 4.21%</td></tr><tr><td>2024</td><td>3.32 billion</td><td>100 million</td><td>↑ 3.11%</td></tr></tbody></table>

Esport players play a pivotal role in the industry's current $282 billion valuation.

According to recent data, the United States boasts more than three times the number of active esports competitors compared to any other country.&#x20;

This is likely due to the significant size of the US video games market, which is estimated at $106.82 billion.&#x20;

In fact, the US has nearly as many active esports players (3,728) as the combined total of the second and third-ranking countries (3,471).

<figure><img src="https://3236529052-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FyoQPSndKA7I883gcSCrH%2Fuploads%2FQz1NOKwvX87fpZKAGfzi%2Factive-esports-players.png?alt=media&amp;token=ecc4c715-2d97-4557-88dd-beb16e86bec6" alt=""><figcaption></figcaption></figure>

### <mark style="color:purple;">Active esports competition players by country</mark>

| Country     | Esports Players |
| ----------- | --------------- |
| US          | 3,728           |
| China       | 2,070           |
| Brazil      | 1,401           |
| South Korea | 1,146           |
| France      | 1,108           |
| Germany     | 990             |
| Australia   | 950             |
| Japan       | 945             |
| Russia      | 922             |
| UK          | 872             |

**Sources:** [VentureBeat](https://venturebeat.com/2021/07/04/newzoo-game-market-will-hit-200b-in-2024/), [Juniper Research](https://www.juniperresearch.com/home), [IBISWorld](https://www.ibisworld.com/united-states/market-research-reports/video-games-industry/), [eSportsEarnings](https://www.esportsearnings.com/history/2022/countries)

### <mark style="color:purple;">Gamers By Region</mark> <a href="#gamers-by-region" id="gamers-by-region"></a>

Asia boasts over twice as many gamers as any other region, with a total of 1.48 billion. This figure surpasses the combined number of active gamers in Europe, Latin America, and North America, which totals 1.42 billion.

<figure><img src="https://3236529052-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FyoQPSndKA7I883gcSCrH%2Fuploads%2FzqQYkoPRXxTPKL70Ixym%2Fgamers-by-region-min.png?alt=media&amp;token=2290db4b-f28f-4a88-9a34-e8f2a29b476d" alt=""><figcaption></figcaption></figure>

### <mark style="color:purple;">Detailed Regional Breakdown</mark>

| Region             | Number of Gamers |
| ------------------ | ---------------- |
| Asia               | 1.48 billion     |
| Europe             | 715 million      |
| Latin America      | 420 million      |
| North America      | 285 million      |
| MENA               | 168 million      |
| Sub-Sahara African | 144 million      |
| Oceania            | 32 million       |

Japan and the UK currently share the highest video game user penetration rate at 58%.&#x20;

By 2027, the UK is projected to lead with 70% of its population engaged in video gaming.&#x20;

Here’s an overview of the top five countries with the highest gaming user penetration rates:

| Country     | 2017 | 2022 | 2027 |
| ----------- | ---- | ---- | ---- |
| Japan       | 53%  | 58%  | 67%  |
| UK          | 50%  | 58%  | 70%  |
| Sweden      | 47%  | 51%  | 64%  |
| South Korea | 45%  | 57%  | 64%  |
| France      | 43%  | -    | -    |
| Mexico      | -    | 53%  | -    |
| Nigeria     | -    | -    | 63%  |

**Sources:** [DFC Intelligence](https://www.dfcint.com/), [Statista](https://www.statista.com/chart/28244/countries-with-the-highest-estimated-user-penetration-in-the-video-game-segment/)

### <mark style="color:purple;">Gamer Demographics</mark> <a href="#gamer-demographics" id="gamer-demographics"></a>

The majority of gamers in the US are male **(55%)**.

<figure><img src="https://3236529052-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FyoQPSndKA7I883gcSCrH%2Fuploads%2FAUigA6DFTjWyTdgureoD%2Fmale-gamers-us-min.png?alt=media&amp;token=5993ef8a-5221-4317-8d59-0082dd486a8f" alt=""><figcaption></figcaption></figure>

In terms of sheer numbers, there are roughly 1.7 billion male gamers and 1.39 billion female gamers around the world.

<figure><img src="https://3236529052-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FyoQPSndKA7I883gcSCrH%2Fuploads%2FmCdJkoexFAIZR7PdcSNR%2Fgamer-demographics.png?alt=media&amp;token=8132c3b1-25d6-478e-a4cf-d541d07490e9" alt=""><figcaption></figcaption></figure>

### <mark style="color:purple;">How the distribution of gamers by gender has varied in the US each year since 2006</mark>

| Year | Male Gamers | Female Gamers |
| ---- | ----------- | ------------- |
| 2006 | 62%         | 38%           |
| 2007 | 62%         | 38%           |
| 2008 | 60%         | 40%           |
| 2009 | 60%         | 40%           |
| 2010 | 60%         | 40%           |
| 2011 | 58%         | 42%           |
| 2012 | 53%         | 47%           |
| 2013 | 55%         | 45%           |
| 2014 | 52%         | 48%           |
| 2015 | 56%         | 44%           |
| 2016 | 59%         | 41%           |
| 2017 | 59%         | 41%           |
| 2018 | 55%         | 45%           |
| 2019 | 54%         | 46%           |
| 2020 | 59%         | 41%           |
| 2021 | 55%         | 45%           |
| 2022 | 52%         | 48%           |
| 2023 | 53%         | 46%           |

Recent data reveals that 80% of gamers, or 2.47 billion individuals, are over 18 years old, while there are 618 million gamers under the age of 18. Here’s a closer look at the age distribution of gamers in the US:

| Age Group   | Proportion | Number of Gamers |
| ----------- | ---------- | ---------------- |
| Under 18s   | 20%        | 618 million      |
| 18-34 years | 38%        | 1.17 billion     |
| 35-44 years | 14%        | 433 million      |
| 45-54 years | 12%        | 371 million      |
| 55-64 years | 9%         | 278 million      |
| 65+ years   | 7%         | 216 million      |

**Sources:** [Theesa](https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/), [Statista](https://www.statista.com/statistics/232383/gender-split-of-us-computer-and-video-gamers/)

### <mark style="color:purple;">Gamer Subscriptions</mark> <a href="#gamer-subscriptions" id="gamer-subscriptions"></a>

US gaming statistics show that 52% of gamers subscribe to at least one gaming service, which represents approximately 1.61 billion gamers worldwide.

<figure><img src="https://3236529052-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FyoQPSndKA7I883gcSCrH%2Fuploads%2F7XegFLZZx0PMvzdFEyEP%2FUntitled.png?alt=media&amp;token=6ba0a220-97ec-4530-bba0-e203bc027535" alt=""><figcaption></figcaption></figure>

In the US, console gamers (74%) are more likely to subscribe to a gaming service compared to PC gamers (66%).&#x20;

Extrapolating from this data, approximately 2.29 billion console gamers and 2.04 billion PC gamers are expected to subscribe to a gaming service.

Regarding subscription services, recent data indicates that there are about 100 million Xbox Live users globally, a significant increase from 39 million at the start of 2016.&#x20;

Meanwhile, Sony’s PlayStation Plus has nearly 50 million subscribers (47.3 million) as of June 2022, more than doubling from 20.8 million in 2016.

**Sources:** [Morning Consult](https://morningconsult.com/2021/11/08/the-subscription-economy-gaming/), [Microsoft](https://www.statista.com/statistics/531063/xbox-live-mau-number/), [Sony](https://www.sony.com/en/SonyInfo/IR/library/presen/er/pdf/22q1_supplement.pdf)

### <mark style="color:purple;">Gamer Preferences</mark> <a href="#gamer-preferences" id="gamer-preferences"></a>

In the US, two-thirds of gamers (66%) cite relaxation as their primary reason for playing video games. This translates to approximately 2.04 billion people worldwide using video games as a means to unwind.

<figure><img src="https://3236529052-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FyoQPSndKA7I883gcSCrH%2Fuploads%2FFhMGuL8rQuLHs6LiEZQS%2Freason-for-playing-min.png?alt=media&amp;token=5228beaf-5783-4fe9-8e44-5cea8218572c" alt=""><figcaption></figcaption></figure>

### <mark style="color:purple;">Top six reasons given for playing video games since February 2021</mark>

| Reason                                                | Share of Respondents | Num of Gamers (Global) |
| ----------------------------------------------------- | -------------------- | ---------------------- |
| Unwind, relax, and decompress                         | 66%                  | 2.04 billion           |
| Fill time while taking a break, waiting, or commuting | 52%                  | 1.61 billion           |
| Escape and be highly entertained                      | 51%                  | 1.58 billion           |
| Spend time by myself                                  | 48%                  | 1.48 billion           |
| Solve a problem, use my brain, and think logically    | 37%                  | 1.14 billion           |
| Be comforted by something familiar                    | 32%                  | 0.99 billion           |

In the US, casual games are the most popular, with 63% of gamers playing them regularly. Action and shooter games follow closely, each enjoyed by 39% of players.

<figure><img src="https://3236529052-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FyoQPSndKA7I883gcSCrH%2Fuploads%2FcJn6bCc79lQgzI9ofK13%2Fgamer-preferences-min.png?alt=media&amp;token=d3da3679-1c6e-4ba0-b33f-d902ac445cb0" alt=""><figcaption></figcaption></figure>

### <mark style="color:purple;">Here’s how these figures translate to gamers on a global scale</mark>

| Type of Game    | Share of Respondents | Number of Gamers (Global) |
| --------------- | -------------------- | ------------------------- |
| Casual games    | 63%                  | 1.95 billion              |
| Action games    | 39%                  | 1.21 billion              |
| Shooter games   | 39%                  | 1.21 billion              |
| Racing games    | 37%                  | 1.14 billion              |
| Family games    | 33%                  | 1.02 billion              |
| Adventure games | 31%                  | 0.96 billion              |

**Source:** [Ipsos](https://www.ipsos.com/sites/default/files/ct/news/documents/2022-09/Google_Ipsos_2022_The_Shifting_Needs_Of_Global_Mobile_Gamers_EN_0.pdf)

## <mark style="color:purple;">Conclusion</mark>

The number of active gamers continues to increase annually. Gaming has evolved into a multi-billion dollar market that appeals to virtually every type of gamer. The industry shows no signs of slowing down with blockchain technology being at the forefront of the next generation.
