The average American gamer is 33 years old and likes to play video games on their smartphone. And the average gamer is spending on games more each year: 20 percent more than one year ago and 85 percent more than in 2015.
That information comes from a report by the Entertainment Software Association, or ESA, a group that represents computer software and gaming companies. Ipsos, a market research company, questioned about 4,000 gamers for the ESA report.
In the United States, more than 164 million people play video games. That represents nearly 65 percent of all U.S. adults. The most popular kind of game is the casual game – activities that have simple rules and do not require much time or skill.
American consumers spent around $43.4 billion on gaming in 2018. Most of that money was used to buy games, not computer hardware or gaming accessories. The three most popular pay-to-play games were “Call of Duty: Black Ops III,” “Red Dead Redemption II,” and “NBA 2K19.”
“Games are striking an important chord with American culture,” said Stanley Pierre-Louis, ESA’s acting president. “That’s what makes it the leading form of entertainment today.”
More than three-fourths of those asked report that video games provide them with mental activity as well as an escape from work and other day-to-day pressures.
About 46 percent of all U.S. gamers are female, although they often like different games than boys and men do.
Americans will soon have even more ways to play video games.
Two U.S.-based technology companies, Apple and Alphabet Inc’s Google, have announced plans to launch game streaming services later this year.
I'm Bryan Lynn.
Hillary Russ reported on this story for Reuters. John Russell adapted her report for VOA Learning English. George Grow was the editor.
Words in This Story
accessory – n. something added to something else to make it more useful, attractive, or effective
strike a chord – exp. If something strikes/touches a chord in/with you, you think that it is true and have strong feelings about it.
entertainment – n. the act of providing someone with fun or enjoyment
streaming - adj. a method of sending or receiving video or audio material over a computer or computer network
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