{
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        "title": "2026 Essential Facts About the U.S. Video Game Industry",
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          "name": "Aged 18–34 share of US video game players",
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        },
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          "bibtex": "@misc{esa2026video8yrc6g,\n  author       = {{Entertainment Software Association}},\n  title        = {2026 Essential Facts About the U.S. Video Game Industry},\n  year         = {2026},\n  howpublished = {StatOrigin, https://statorigin.org},\n  url          = {https://statorigin.org/stat/stat_SP594X7W6A0J4TAY0XR38YRC6G},\n  note         = {Original source: https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Accessed October 1, 2026.}\n}"
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          "name": "Aged 35–49 share of US video game players",
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          "org": "Entertainment Software Association",
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          "apa": "Entertainment Software Association. (2026). 2026 Essential Facts About the U.S. Video Game Industry. Retrieved October 1, 2026, from https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Via StatOrigin, https://statorigin.org/stat/stat_FACPH8ZF8Z9E63YPYV2NTYR0QX",
          "bibtex": "@misc{esa2026videotyr0qx,\n  author       = {{Entertainment Software Association}},\n  title        = {2026 Essential Facts About the U.S. Video Game Industry},\n  year         = {2026},\n  howpublished = {StatOrigin, https://statorigin.org},\n  url          = {https://statorigin.org/stat/stat_FACPH8ZF8Z9E63YPYV2NTYR0QX},\n  note         = {Original source: https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Accessed October 1, 2026.}\n}"
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          "slug": "us-video-game-players-share-50-plus",
          "name": "Aged 50+ share of US video game players",
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        "source": {
          "org": "Entertainment Software Association",
          "org_short_name": "ESA",
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          "quote": "20%\n\n35-49\n\n29%\n\n50+\n\n212.3 million",
          "evidence_type": "quote",
          "dataset_query": null,
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          "apa": "Entertainment Software Association. (2026). 2026 Essential Facts About the U.S. Video Game Industry. Retrieved October 1, 2026, from https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Via StatOrigin, https://statorigin.org/stat/stat_32RGVZ5GD8QKF1BD7T6JB960H9",
          "bibtex": "@misc{esa2026videob960h9,\n  author       = {{Entertainment Software Association}},\n  title        = {2026 Essential Facts About the U.S. Video Game Industry},\n  year         = {2026},\n  howpublished = {StatOrigin, https://statorigin.org},\n  url          = {https://statorigin.org/stat/stat_32RGVZ5GD8QKF1BD7T6JB960H9},\n  note         = {Original source: https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Accessed October 1, 2026.}\n}"
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        "id": "stat_PD2N2YZYM1GDFFKGJF8DYARER1",
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          "slug": "us-video-game-parent-players-share-play-with-kids",
          "name": "US video game parent players who play with their children",
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            "slug": "publishing",
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          "apa": "Entertainment Software Association. (2026). 2026 Essential Facts About the U.S. Video Game Industry. Retrieved October 1, 2026, from https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Via StatOrigin, https://statorigin.org/stat/stat_PD2N2YZYM1GDFFKGJF8DYARER1",
          "bibtex": "@misc{esa2026videoyarer1,\n  author       = {{Entertainment Software Association}},\n  title        = {2026 Essential Facts About the U.S. Video Game Industry},\n  year         = {2026},\n  howpublished = {StatOrigin, https://statorigin.org},\n  url          = {https://statorigin.org/stat/stat_PD2N2YZYM1GDFFKGJF8DYARER1},\n  note         = {Original source: https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Accessed October 1, 2026.}\n}"
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        "id": "stat_XSAXR597DSGWEXXVQ99JQYBFJX",
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          "slug": "us-video-game-players-share-under-18",
          "name": "Under 18 share of US video game players",
          "definition": "Share of video game players in the United States aged under 18 years."
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            "slug": "publishing",
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          "apa": "Entertainment Software Association. (2026). 2026 Essential Facts About the U.S. Video Game Industry. Retrieved October 1, 2026, from https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Via StatOrigin, https://statorigin.org/stat/stat_XSAXR597DSGWEXXVQ99JQYBFJX",
          "bibtex": "@misc{esa2026videoqybfjx,\n  author       = {{Entertainment Software Association}},\n  title        = {2026 Essential Facts About the U.S. Video Game Industry},\n  year         = {2026},\n  howpublished = {StatOrigin, https://statorigin.org},\n  url          = {https://statorigin.org/stat/stat_XSAXR597DSGWEXXVQ99JQYBFJX},\n  note         = {Original source: https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Accessed October 1, 2026.}\n}"
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        "updated_at": "2026-10-01T17:43:02.594Z"
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        "id": "stat_G6MASS6ND9AV3Z1A6TC5WN5ATQ",
        "url": "https://statorigin.org/stat/stat_G6MASS6ND9AV3Z1A6TC5WN5ATQ",
        "indicator": {
          "slug": "us-video-game-consumer-spending-accessories",
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          "definition": "Annual consumer spending on video game accessories, controllers, and peripherals in the United States tracked by Circana."
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          {
            "slug": "publishing",
            "name": "Publishing activities",
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          "code": "US",
          "name": "United States",
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        "period": {
          "start": "2025-01-01",
          "end": "2025-12-31",
          "type": "year"
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        "value": 2.95,
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        "currency": "USD",
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          "org": "Entertainment Software Association",
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          "apa": "Entertainment Software Association. (2026). 2026 Essential Facts About the U.S. Video Game Industry. Retrieved October 1, 2026, from https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Via StatOrigin, https://statorigin.org/stat/stat_G6MASS6ND9AV3Z1A6TC5WN5ATQ",
          "bibtex": "@misc{esa2026videown5atq,\n  author       = {{Entertainment Software Association}},\n  title        = {2026 Essential Facts About the U.S. Video Game Industry},\n  year         = {2026},\n  howpublished = {StatOrigin, https://statorigin.org},\n  url          = {https://statorigin.org/stat/stat_G6MASS6ND9AV3Z1A6TC5WN5ATQ},\n  note         = {Original source: https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Accessed October 1, 2026.}\n}"
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      {
        "id": "stat_KGKRW72PBS1SEZDWZQQSD2B9EM",
        "url": "https://statorigin.org/stat/stat_KGKRW72PBS1SEZDWZQQSD2B9EM",
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          "slug": "us-video-game-consumer-spending-content",
          "name": "United States consumer spending on video game content",
          "definition": "Annual consumer spending on video game content (digital and physical games, DLC, subscriptions) in the United States tracked by Circana."
        },
        "industry": [
          {
            "slug": "publishing",
            "name": "Publishing activities",
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          "code": "US",
          "name": "United States",
          "type": "country"
        },
        "period": {
          "start": "2025-01-01",
          "end": "2025-12-31",
          "type": "year"
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        "value": 52.3,
        "value_text": "$52.3 billion",
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        "currency": "USD",
        "scale": "billion",
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          "org": "Entertainment Software Association",
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          "bibtex": "@misc{esa2026videod2b9em,\n  author       = {{Entertainment Software Association}},\n  title        = {2026 Essential Facts About the U.S. Video Game Industry},\n  year         = {2026},\n  howpublished = {StatOrigin, https://statorigin.org},\n  url          = {https://statorigin.org/stat/stat_KGKRW72PBS1SEZDWZQQSD2B9EM},\n  note         = {Original source: https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Accessed October 1, 2026.}\n}"
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        "indicator": {
          "slug": "us-video-game-consumer-spending-hardware",
          "name": "United States consumer spending on video game hardware",
          "definition": "Annual consumer spending on video game hardware and gaming consoles in the United States tracked by Circana."
        },
        "industry": [
          {
            "slug": "publishing",
            "name": "Publishing activities",
            "isic": "J58",
            "is_primary": true
          }
        ],
        "region": {
          "code": "US",
          "name": "United States",
          "type": "country"
        },
        "period": {
          "start": "2025-01-01",
          "end": "2025-12-31",
          "type": "year"
        },
        "value": 5.4,
        "value_text": "$5.4 billion",
        "unit": "USD",
        "currency": "USD",
        "scale": "billion",
        "value_type": "actual",
        "source": {
          "org": "Entertainment Software Association",
          "org_short_name": "ESA",
          "org_url": "https://www.theesa.com",
          "org_tier": 2,
          "document_title": "2026 Essential Facts About the U.S. Video Game Industry",
          "document_url": "https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf",
          "document_type": "report",
          "locator": "Page 18 / Business of Games",
          "quote": "Total Consumer Spending on Video Games in 2025\nSource: Circana\n\n$52.3 billion on content\n$5.4 billion on hardware\n$2.95 billion on accessories\n\n$60.7\nbillion",
          "evidence_type": "quote",
          "dataset_query": null,
          "dataset_evidence": null,
          "published_date": "2026-06-01",
          "accessed_at": "2026-10-01",
          "license": "see-source",
          "url_status": "ok",
          "self_reported": false
        },
        "verification": "verified",
        "verified_by": "agent:gemini-3.8-flash:issue-64",
        "verified_at": "2026-10-01T17:30:00.000Z",
        "confidence": 0.95,
        "is_secondhand": false,
        "supersedes": null,
        "superseded_by": null,
        "is_current": true,
        "citation": {
          "apa": "Entertainment Software Association. (2026). 2026 Essential Facts About the U.S. Video Game Industry. Retrieved October 1, 2026, from https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Via StatOrigin, https://statorigin.org/stat/stat_28XNMSW2N8AXSE8NK04EE4G6VE",
          "bibtex": "@misc{esa2026videoe4g6ve,\n  author       = {{Entertainment Software Association}},\n  title        = {2026 Essential Facts About the U.S. Video Game Industry},\n  year         = {2026},\n  howpublished = {StatOrigin, https://statorigin.org},\n  url          = {https://statorigin.org/stat/stat_28XNMSW2N8AXSE8NK04EE4G6VE},\n  note         = {Original source: https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Accessed October 1, 2026.}\n}"
        },
        "updated_at": "2026-10-01T17:43:02.594Z"
      },
      {
        "id": "stat_XE0A1B2CKSW9V0D1EJ9XDKZJBV",
        "url": "https://statorigin.org/stat/stat_XE0A1B2CKSW9V0D1EJ9XDKZJBV",
        "indicator": {
          "slug": "us-video-game-consumer-spending-total",
          "name": "United States total consumer spending on video games",
          "definition": "Total annual consumer spending on video games in the United States, including content, hardware, and accessories, tracked by Circana and published by the ESA."
        },
        "industry": [
          {
            "slug": "publishing",
            "name": "Publishing activities",
            "isic": "J58",
            "is_primary": true
          }
        ],
        "region": {
          "code": "US",
          "name": "United States",
          "type": "country"
        },
        "period": {
          "start": "2025-01-01",
          "end": "2025-12-31",
          "type": "year"
        },
        "value": 60.7,
        "value_text": "$60.7 billion",
        "unit": "USD",
        "currency": "USD",
        "scale": "billion",
        "value_type": "actual",
        "source": {
          "org": "Entertainment Software Association",
          "org_short_name": "ESA",
          "org_url": "https://www.theesa.com",
          "org_tier": 2,
          "document_title": "2026 Essential Facts About the U.S. Video Game Industry",
          "document_url": "https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf",
          "document_type": "report",
          "locator": "Page 18 / Business of Games",
          "quote": "Total Consumer Spending on Video Games in 2025\nSource: Circana\n\n$52.3 billion on content\n$5.4 billion on hardware\n$2.95 billion on accessories\n\n$60.7\nbillion",
          "evidence_type": "quote",
          "dataset_query": null,
          "dataset_evidence": null,
          "published_date": "2026-06-01",
          "accessed_at": "2026-10-01",
          "license": "see-source",
          "url_status": "ok",
          "self_reported": false
        },
        "verification": "verified",
        "verified_by": "agent:gemini-3.8-flash:issue-64",
        "verified_at": "2026-10-01T17:30:00.000Z",
        "confidence": 0.95,
        "is_secondhand": false,
        "supersedes": null,
        "superseded_by": null,
        "is_current": true,
        "citation": {
          "apa": "Entertainment Software Association. (2026). 2026 Essential Facts About the U.S. Video Game Industry. Retrieved October 1, 2026, from https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Via StatOrigin, https://statorigin.org/stat/stat_XE0A1B2CKSW9V0D1EJ9XDKZJBV",
          "bibtex": "@misc{esa2026videodkzjbv,\n  author       = {{Entertainment Software Association}},\n  title        = {2026 Essential Facts About the U.S. Video Game Industry},\n  year         = {2026},\n  howpublished = {StatOrigin, https://statorigin.org},\n  url          = {https://statorigin.org/stat/stat_XE0A1B2CKSW9V0D1EJ9XDKZJBV},\n  note         = {Original source: https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Accessed October 1, 2026.}\n}"
        },
        "updated_at": "2026-10-01T17:43:02.594Z"
      },
      {
        "id": "stat_BNC5B49F7E73S32MVG4GG74G1Y",
        "url": "https://statorigin.org/stat/stat_BNC5B49F7E73S32MVG4GG74G1Y",
        "indicator": {
          "slug": "us-video-game-population-penetration",
          "name": "United States video game player population share",
          "definition": "Percentage of the United States population aged 5 to 90 who report playing video games for at least one hour per week across any platform."
        },
        "industry": [
          {
            "slug": "publishing",
            "name": "Publishing activities",
            "isic": "J58",
            "is_primary": true
          }
        ],
        "region": {
          "code": "US",
          "name": "United States",
          "type": "country"
        },
        "period": {
          "start": "2026-01-01",
          "end": "2026-12-31",
          "type": "year"
        },
        "value": 67,
        "value_text": "67%",
        "unit": "percent",
        "currency": null,
        "scale": "1",
        "value_type": "actual",
        "source": {
          "org": "Entertainment Software Association",
          "org_short_name": "ESA",
          "org_url": "https://www.theesa.com",
          "org_tier": 2,
          "document_title": "2026 Essential Facts About the U.S. Video Game Industry",
          "document_url": "https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf",
          "document_type": "report",
          "locator": "Page 4 / America Plays",
          "quote": "Percentage of the U.S.\npopulation who report\nplaying video games\n1+ hours a week\n6\n\n67%",
          "evidence_type": "quote",
          "dataset_query": null,
          "dataset_evidence": null,
          "published_date": "2026-06-01",
          "accessed_at": "2026-10-01",
          "license": "see-source",
          "url_status": "ok",
          "self_reported": false
        },
        "verification": "verified",
        "verified_by": "agent:gemini-3.8-flash:issue-64",
        "verified_at": "2026-10-01T17:30:00.000Z",
        "confidence": 0.95,
        "is_secondhand": false,
        "supersedes": null,
        "superseded_by": null,
        "is_current": true,
        "citation": {
          "apa": "Entertainment Software Association. (2026). 2026 Essential Facts About the U.S. Video Game Industry. Retrieved October 1, 2026, from https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Via StatOrigin, https://statorigin.org/stat/stat_BNC5B49F7E73S32MVG4GG74G1Y",
          "bibtex": "@misc{esa2026videog74g1y,\n  author       = {{Entertainment Software Association}},\n  title        = {2026 Essential Facts About the U.S. Video Game Industry},\n  year         = {2026},\n  howpublished = {StatOrigin, https://statorigin.org},\n  url          = {https://statorigin.org/stat/stat_BNC5B49F7E73S32MVG4GG74G1Y},\n  note         = {Original source: https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Accessed October 1, 2026.}\n}"
        },
        "updated_at": "2026-10-01T17:43:02.594Z"
      },
      {
        "id": "stat_4XKQ5HV99Q777SXJDJ4791A8W2",
        "url": "https://statorigin.org/stat/stat_4XKQ5HV99Q777SXJDJ4791A8W2",
        "indicator": {
          "slug": "us-video-game-players",
          "name": "United States video game players",
          "definition": "Estimated total number of individuals in the United States aged 5 to 90 who play video games regularly (at least 1 hour per week)."
        },
        "industry": [
          {
            "slug": "publishing",
            "name": "Publishing activities",
            "isic": "J58",
            "is_primary": true
          }
        ],
        "region": {
          "code": "US",
          "name": "United States",
          "type": "country"
        },
        "period": {
          "start": "2026-01-01",
          "end": "2026-12-31",
          "type": "year"
        },
        "value": 212.3,
        "value_text": "212.3 million Americans",
        "unit": "people",
        "currency": null,
        "scale": "million",
        "value_type": "actual",
        "source": {
          "org": "Entertainment Software Association",
          "org_short_name": "ESA",
          "org_url": "https://www.theesa.com",
          "org_tier": 2,
          "document_title": "2026 Essential Facts About the U.S. Video Game Industry",
          "document_url": "https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf",
          "document_type": "report",
          "locator": "Page 4 / America Plays",
          "quote": "212.3 million\n\nAverage Player\nAge\n\nPercentage of Americans Who Play Video Games 1+ Hours Per Week\n(Any platform)\n\nAmericans (ages 5-90) play video games",
          "evidence_type": "quote",
          "dataset_query": null,
          "dataset_evidence": null,
          "published_date": "2026-06-01",
          "accessed_at": "2026-10-01",
          "license": "see-source",
          "url_status": "ok",
          "self_reported": false
        },
        "verification": "verified",
        "verified_by": "agent:gemini-3.8-flash:issue-64",
        "verified_at": "2026-10-01T17:30:00.000Z",
        "confidence": 0.95,
        "is_secondhand": false,
        "supersedes": null,
        "superseded_by": null,
        "is_current": true,
        "citation": {
          "apa": "Entertainment Software Association. (2026). 2026 Essential Facts About the U.S. Video Game Industry. Retrieved October 1, 2026, from https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Via StatOrigin, https://statorigin.org/stat/stat_4XKQ5HV99Q777SXJDJ4791A8W2",
          "bibtex": "@misc{esa2026video91a8w2,\n  author       = {{Entertainment Software Association}},\n  title        = {2026 Essential Facts About the U.S. Video Game Industry},\n  year         = {2026},\n  howpublished = {StatOrigin, https://statorigin.org},\n  url          = {https://statorigin.org/stat/stat_4XKQ5HV99Q777SXJDJ4791A8W2},\n  note         = {Original source: https://www.theesa.com/wp-content/uploads/2026/06/2026-Essential-Facts-Booklet-05-27-26.pdf. Accessed October 1, 2026.}\n}"
        },
        "updated_at": "2026-10-01T17:43:02.594Z"
      }
    ]
  },
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    "attribution": "Data from StatOrigin (https://statorigin.org), CC BY 4.0. Attribution required.",
    "license": "https://creativecommons.org/licenses/by/4.0/",
    "docs": "https://statorigin.org/docs/api",
    "total": 11,
    "note": "Statistics are capped at 100 per request. Use /statistics?source_org=esa with a cursor to page through everything."
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