June 8, 2026

US gamers age as industry activity returns to post-pandemic highs

A new ESA report says the average US video game player is now 37, up from 29 about two decades ago. Industry revenues have also recovered to their highest level since 2021.

News Desk

News Desk

June 8, 2026

US gamers age as industry activity returns to post-pandemic highs

WASHINGTON: Video game play in the United States remains widespread, with the average player now older than in previous decades and industry revenues recovering to levels last seen during the pandemic boom.

The average age of an American video game player has risen to 37, compared with 29 around two decades ago. More than half of all players in the country are now aged 35 or above, reflecting both the generation that grew up with gaming and older adults who later took up the pastime.

ESA president and chief executive Stanley Pierre-Louis said the figures challenge long-held assumptions about who plays video games in the United States. Speaking to AFP, he said the player base now closely resembles the broader population.

"It mirrors in large part the demographics of the nation"

The association said the gender balance among players also runs counter to the image of gaming as a mainly male activity. Men make up 53 percent of players, while women account for 46 percent. Among Baby Boomers, women outnumber men.

Overall, 67 percent of Americans play video games for at least one hour a week, a measure that includes both major console releases and casual mobile titles such as Wordle. The industry recorded revenues of $60.7 billion in 2025, which marked a return to the highest level since 2021, when lockdowns during the Covid-19 pandemic had driven unusually strong growth in player numbers and spending.

Industry growth and regulation

After a decline when pandemic restrictions were lifted, the business has returned to growth, Pierre-Louis told AFP. He also said the US gaming industry's history of voluntary self-regulation distinguishes it from social media companies at a time when lawmakers in the United States and Europe are considering stricter rules on screen time, age verification and spending within games.

Pierre-Louis said that self-regulatory approach has helped the gaming industry build credibility with US lawmakers in a way that social media platforms have not.

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