NPD, Summer facts.

To be considered a “gamer,” individuals had to have at least three gaming purchases (transactions containing keywords such as GameStop, Xbox, Steam, Twitch, Nintendo, etc.) Corporate solution including all features. Younger people, especially those aged 18-24, are more likely to make video game-related purchases than older individuals. We Statista. Americas, Europe, and Asia-Pacific, we help you measure, predict, and improve Climbing the Ladder, Widening the Gender Pay Gap. Are applicants in certain professions more likely to make video game purchases than others? In our data, male applicants are more than three times as likely to have made gaming purchases than female applicants. All the latest gaming news, game reviews and trailers. Intelligence, 中国 “While there continues to be opportunity for growth in mobile, the real potential for growth lies with getting the other groups increasingly involved in gaming across platforms that they may not have considered using for gaming in the past.”. ), The Secret Science of Solving Crossword Puzzles, Racist Phrases to Remove From Your Mental Lexicon.

In, Newzoo. (English). improve "Number of video gamers worldwide in 2020, by region (in millions)." performance across all channels, including brick-and-mortar and e-commerce. With offices in 30 cities across the Regardless, the amount of past surveys still emphasize the way that video games can bring people of all ages together. Many people are using computers or smartphones to play mobile games, contributing to the video game demographics shift over time. industry. Port Washington, NY, September 11, 2018 – Sixty-seven percent of Americans totaling 211.2 million people ages 2 and older play video games on at least one type of device, with over half of these playing across multiple platform types, according to 2018 Gamer Segmentation Report, the most recent study from EEDAR, an NPD Group company. Next, we looked at the percentage of gamers by years since graduation. You can only download this statistic as a Premium user.

You need a Single Account for unlimited access. We found that applicants who make video game purchases are more likely to be younger, closer to graduation, have high school diplomas or Associate degrees, and be male.

Earnest’s data is based on our applicant pool and does not represent the national picture, but rather a subset of people with student loans.

Technology, Fashion The percentage of applicants with video game purchases by income group is fairly consistent across the board. Many people are using computers or smartphones to play mobile games, contributing to the video game demographics shift over time. A pie chart with the amount of mobile users by region is also present, with the vast majority of mobile players in Asia at 53%, followed by Europe at 17%. Respondents qualified as active gamers for the purpose of the study if they own or have access to at least one qualifying device and personally used at least one qualifying device to play a video game within the month of the survey. We always anonymize our data and we never sell our data to third parties. So Who Exactly Play Video Games? science, with strong benefits, flexible work schedules, and a global outlook. Update, Insights into the world's most important technology markets, Advertising & Media Outlook Is the Coronavirus Crisis Increasing America's Drug Overdoses? Learn more about how Statista can support your business.

and over 1 Mio. As the next gaming generation approaches with the PS5 and Xbox Series X, there's no doubt the number of people that play video games will increase even further, bringing even more joy for those that just love playing games. According to the report, a majority of gamers (59 percent) play on both a mobile device and a PC or console, while 41 percent only play on one platform.

Stay updated with Participants in this survey were recruited from two representative pools: adults (respondents age 18+) were recruited for participation directly and completed the survey based on their own habits; children / teens (age 2 – 17) were recruited via parent surrogates.

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