New data breaks gaming stereotypes in Australia

If you enjoy playing video games, you’re definitely not alone. In the United States, approximately 205.1 million people identify as gamers, which makes up about two-thirds of the population, according to the Entertainment Software Association (ESA). This figure might not come as a surprise to many, but it’s worth noting that the average age of a gamer today is 36 — a number that challenges the long-standing stereotype that gaming is mainly for children and teenagers.

The ESA’s annual Essential Facts report reveals that 28% of gamers are aged 50 or older, highlighting the diverse age range of those who play. The rise in mobile gaming has also played a significant role in shifting the typical image of a gamer. While many still game on PCs or consoles like the Nintendo Switch 2, PlayStation 5, or Xbox Series S/X, smartphones have become the most popular gaming platform in the U.S., with 54% of Americans choosing them as their preferred device.

This trend is supported by data from a November 2025 survey conducted by the Pew Research Center, which found that nearly nine out of ten Americans own a smartphone. Whether you’re battling mythical creatures on a TV, matching colorful candies on your phone, or solving daily Wordle puzzles on a computer, the act of gaming remains consistent across different platforms.

Another interesting aspect of the gaming community is its near-equal gender distribution, with 52% of players being male and 47% female, while 1% of respondents chose not to disclose their gender. This diversity reflects the growing inclusivity of the gaming world.

In terms of global impact, the gaming industry is far more significant than many realize. According to the State of Gaming Report by Dentsu and GWI, published in late 2024, the global gaming market reached nearly $184 billion USD in value. This figure surpasses the combined revenue of the film industry (around $34 billion) and the music industry (nearly $29 billion).

However, there are some nuances to this comparison. Unlike traditional media, where revenue typically comes from a one-time purchase, the gaming industry includes in-game microtransactions and other forms of monetization. Additionally, this figure does not account for all revenue streams, such as streaming services, home video sales, or physical media.

Despite its massive size, the video game industry often faces a lack of recognition compared to other entertainment forms. Stanley Pierre-Louis, President and CEO of the ESA, suggests that this may be due to the relative youth of the medium. “Sound recordings date back to the 1860s, and films date back to the 1880s, while video games were first developed in the 1950s and not widely popularized until the 1970s,” he explains.

Pierre-Louis also notes that early video games were primarily aimed at children and general audiences, but the industry has since matured and now caters to a wide range of themes and demographics.

Chris Morris, a veteran gaming and technology reporter, argues that the industry is more respected than some narratives suggest. “The feeling of disrespect seems to stem from the underdog status the industry has historically had, and I think it’s largely a sentiment held by hardcore gamers or console purists.”

Morris adds that the rise in mobile gaming demonstrates that the industry is appreciated and respected by mainstream audiences. “They might not refer to themselves as ‘gamers,’ but they probably don’t call themselves ‘cinephiles’ either, even if they enjoy movies.”

Industry Leaders Gather in Las Vegas

Recently, the Interactive Innovation Conference (iicon), hosted by the ESA, took place at the Fontainebleau Resort in Las Vegas. This invitation-only event brought together C-suite executives and senior leaders to explore how interactive entertainment and video game technologies are transforming various industries, including health, finance, sports, news, and education.

Notable speakers included Electronic Arts CEO Andrew Wilson, Ubisoft CEO Yves Guillemot, and Take-Two Interactive CEO Strauss Zelnick. Take-Two Interactive is the parent company of successful brands like 2K, 2K Sports, Zynga, and Rockstar Games, the publisher behind the highly anticipated Grand Theft Auto VI, set for release on November 19.

“Interactive entertainment is America’s pastime,” says Zelnick. “People love interactive entertainment, and the reason we expect the business to continue growing is that people consume for the rest of their lives the entertainment they fell in love with at the age of 17.”

Zelnick acknowledges the pressure surrounding the launch of GTA VI. “Our job is to make the best interactive entertainment on earth, to make the biggest hits on earth. Rest assured, it will be breathtaking.”

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