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2025年美国电子游戏玩家比例达五成-超2亿人参与游戏

发布时间:2026-06-03 18:18:28 来源:DVG整理 编辑:南风
速览2025年,美国超过2.12亿人参与电子游戏,数据显示,电子游戏已成为广泛接受的娱乐方式。调查显示,平均玩家年龄37岁,男性略多于女性,移动平台最受欢迎,且家庭中使用游戏设备比例高达83%。父母普遍支持孩子玩游戏,认为有助于技能和社交发展。大部分玩家在选择游戏时注重价格和玩法,年轻玩家更倾向于购买游戏内容。研究还指出,电子游戏有助于提升问题解决能力、团队合作和应变能力,社会对游戏的态度正逐渐转变为积极。 此外,虚拟与现实运动结合的趋势明显,运动员通过游戏提升实际表现,显示出游戏在体育训练中的潜力。整体来看,电子游戏已成为全球最受欢迎和最成功的娱乐形式之一,行业正不断追求创新与优质体验,影响力持续扩大。
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Image credit: Samsung Memory via Unsplash

In 2025, more than 212 million Americans ages 5 to 90 played video games, according to the latest Entertainment Software Association data.

The ESA's 2026 Essential Facts about the US Video Game Industry report was conducted by YouGov from February 11 to 25, 2026, surveying 13,545 respondents.

This included 9,932 people who play at least one hour per week and 3,613 who play less than one hour or not at all.

The report found the average age of US players is 37, with half of all players aged 35 or older. Active players are 53% male and 46% female.

In the past year, 83% of US households used at least one gaming device. Players spent 21% of their weekly screen time on games, averaging 12 hours weekly.

Mobile was the most popular platform, used by 73% of households and 80% of players aged 8 or older. Nearly a third of players use mobile exclusively.

Mobile gaming remains popular across all age groups and is more common among female players. PC and console usage declines with age and is more common among male players.

Image credit: Leeder Bose via Unsplash

Overall, 52% of players use PCs, 44% use consoles, and 10% use VR devices.

"The playing experience on console and PC is still very, very meaningful to core gamers," says ESA president and CEO Stanley Pierre-Louis. "Because of the ability to play with others, to connect and also the experience you can have on these machines, which are just so innovative and technologically powerful."

75% of parents play video games weekly, and 81% of those report enjoying games with their children.

Half of parents allow their children to play games for skill development. About 40% do so to encourage social play or because they enjoy playing together.

Parents reported that games account for a quarter of their children's weekly screen time. Most prefer their children to spend time on video games rather than social media.

In the past year, 58% of players downloaded a free game, while 43% purchased a game.

Price and gameplay are the top factors when players choose a game, followed by story, genre, graphics, and single-player availability.

Most younger players – Alpha (69%), Gen Z (78%), and Millennials (67%) – have purchased in-game content, spending an average of $20 monthly.

Among adults surveyed, 85% cited fun, 79% mental stimulation, and 78% stress relief as benefits of gaming. Younger generations value games for bringing people together (88%) and building relationships (87%).

"We've seen a shift where all Americans view video games positively"

ESA president and CEO Stanley Pierre-Louis

Most adults agreed that video games help develop problem-solving skills (76%), teamwork and collaboration (67%), adaptability and resilience (58%), STEM skills (53%), and communication skills (52%).

"A majority believe that games provide mental stimulation, stress relief, and can be educational," explains Pierre-Louis. "That was striking to us because non-gamers have a perception of how they are viewed in society. We've seen a shift where all Americans view video games positively.

"That's great in a society where games had such notoriety just 30 and 20 years ago, just to see the shift that's happened and just shows the impact of games."

Nearly 90% of players who participate in a sport both virtually and in real life say playing the game improves their real-world performance.

Pierre-Louis noted that NBA and NFL players "heavily play these games" in their downtime.

90% of players who participate in sport say playing games improves their real-world performance | Image credit: 2K Games

"There are coaches who notice that players are coming to training camp, understanding that the playbook's better because when you play Madden, there's an NFL playbook that has different signal calls that we don't really use in everyday life.

"You've got kids who are growing up playing with a playbook who become adults, and they play these things, and so they know that there are certain terms of art. That realism actually helps in adaptation for real-life athletes."

Overall, Pierre-Louis said that the ESA's latest study "demonstrates that games continue to be the most popular and successful form of entertainment that this country – and the world – produces."

"We want to make sure that our industry is creating the best experience and demonstrating the passion and the artistry in the most powerful way to reach as many people as possible. And for today, that means about two in three Americans and one in three people worldwide. It's a good start."

Mentioned in this article
data Entertainment Software Association
2025年,美国电子游戏用户比例超过五成,行业发展迅速,游戏已深刻融入人们的生活与娱乐方式。未来,随着技术进步,游戏的社会影响力和应用场景将进一步扩大,成为文化和教育的重要组成部分。

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