Live Trading News
Shayne Heffernan

Immersive, Accessible Experiences Drive Growth in U.S. Gaming Market

By Shayne Heffernan4 min read

The U.S. gaming population expanded by 3% from 2019 to 2022, as 9 million new gamers aged 13 to 64 entered the market, according to a new Consumer Technology Association (CTA)® study. The active gaming population in this age range now totals 164 million, representing 73% of 224 million U.S. adults and adolescents.

"Accessible and immersive experiences are the future of entertainment, especially in gaming," said CTA Researcher Steven Hummel. "Gamers are on the cutting edge, and diverse gaming options meet the interests of ever-wider audiences. As we'll see at CES 2023, game publishers, hardware manufacturers and retailers all have an opportunity to capitalize on a growing market."

The survey measured enthusiasm for gaming and segmented respondents according to interest level. Across all platforms, gamers spend an average of 24 hours a week playing video games.

  • 40.9 million hardcore gamers (average 37 weekly hours)

  • 55.6 million core gamers (average 29 weekly hours)

  • 67.3 million casual gamers (average 13 weekly hours)

Market Background
Digital stores now have a clear lead over mass-merchant and specialty gaming stores: 55% of console and PC gamers report shopping in a digital store versus 40% for mass-merchant and 38% specialty gaming stores.

  • 69% of gamers spent money on games in the last six months

  • Hardcore gamers spend an average of $577 per year on both digital and physical games

  • AR/VR gamers spend $626 per year, and Metaverse Enthusiasts spend $593 annually

  • Core gamers spend an average of $426 per year

According to a CTA's most recent Biannual U.S. Consumer Tech Sales Forecast, gaming revenue will increase by 1% to $51.7 billion in 2022, and $52.4 billion in 2023 (+1% YoY).

The Next Realm of Gaming
Hardcore gamers and young people are pushing gaming experiences to new platforms and realms of entertainment. There is a growing population of gamers interested in newer gaming technology, including AR/VR and a future metaverse.

Almost 38 million gamers self-identify as metaverse enthusiasts. Twenty-three million gamers have purchased AR/VR technology. Twenty-nine percent of gamers plan to buy a VR/AR headset, almost the same number who plan to buy a console or PC.

The proportion of gamers who mentioned AR/VR/metaverse to improve the gaming experience jumped from 8% in 2019 to 22%. Hardcore Gamers are more interested in VR gaming than Core and Casual gamers, while teenagers expect to play VR games more than adults. Hardcore Gamers average 2.1 hours per week on AR/VR games.

Hardcore Gamers are more interested in VR gaming than Core and Casual gamers, while teenagers expect to play VR games more than adults. Hardcore Gamers average 2.1 hours per week on AR/VR games.

Leveling-Up Accessories
Gamers have strong appetites for immersive hardware like 8K televisions and soundbars.

  • More than half (51%) of gamers already use a TV with 4K or higher quality for gaming

  • 36% say they plan to upgrade to an 8K TV in the next 12 months

  • 40% of gamers plan to purchase personal audio products, such as headphones or headsets with microphones, and 26% plan to buy home audio products, such as soundbars or surround sound speakers to improve their gaming experience in the next 12 months

Mobile and Cloud Gaming on the Rise
Mobile and on-demand platforms are fueling growth and increased accessibility.

  • Average time spent on mobile gaming is approaching 10 hours a week, eclipsing consoles' 7.5 average weekly hours

  • 43% of gamers pay for a gaming subscription service

Gaming at CES 2023
Major gaming industry names including Microsoft, Sony, AMD, Razer, Intel, Qualcomm and HyperX will exhibit at CES® – the most influential tech event in the world. Media registration for CES 2023.Consumer Technology Association

As North America's largest technology trade association, CTA® is the tech sector. Our members are the world's leading innovators – from startups to global brands – helping support more than 18 million American jobs.

Keep reading
AI slop

AI is the Neat Handwriting of the Illiterate

A model in the hands of someone who has read the filing and walked the plant is a clerk. The same model, speaking for someone who has done neither, is a disguise. On AI slop, phantom citations and factslop, why finish stopped being evidence of work, and the containment layer KXCO built so a machine cannot speak as the institution until a source is attached.

Shayne Heffernan19 min
worthship

Worthship: Do Not Conform to the Age

Worthship is the older English word for worship, and it means to ascribe worth. Bishop Robert Barron preached Romans 12 on 30 August. This essay follows the text into the prison letters, and puts two questions to a graph: do the four readings of that Sunday agree, and was Paul free or in chains when he wrote about despair?

Shayne Heffernan17 min
truth

The Truth in All Its Ugliness Must Survive

A majority vote does not determine the truth. Consensus is a mood, gossip is a sport, and a model will write the pretty version for free. Why the ugly number has to survive, why a record beats a dashboard, and what KXCO was built to keep standing when the room changes its mind.

Shayne Heffernan8 min
Shayne Heffernan

Don't Be the Best, Be the Only: Winning in an AI World

AI is repricing competence downward. What it cannot reproduce is a life. The case for remaining non-fungible, why friction still produces the best ideas, and what it means to build AI systems that keep the human intellect in them.

Shayne Heffernan18 min
Read Live Trading News on Telegram

Every story, signed and delivered.

Subscribe to the kxco channel and get the headline, the AI-written key takeaways, and the chain-anchor link the moment we publish. Audio versions and per-ticker subscriptions arrive in the next iteration.

Open @KnightsbridgeInsightsNo email required.