Share of gamers in the United States who have participated in select non-gaming activities or events within video games in the last 12 months in 2024, by engagement level

CharacteristicSuper gamersAvid gamersCasual gamers
Watching videos 55% 41% 12%
Socializing / meeting new people 51% 37% 10%
Attending educational classes, meetings, or work-related events 40% 16% 2%
Attending live events 39% 21% 4%
Traveling to virtual versions of real-world locations 39% 18% 3%
Created with Highcharts 7.2.2Share of respondents12%12%10%10%2%2%4%4%3%3%41%41%37%37%16%16%21%21%18%18%55%55%51%51%40%40%39%39%39%39%Super gamersAvid gamersCasual gamersWatching videosSocializing / meeting new peopleAttending educational classes, meetings, or work-related eventsAttending live eventsTraveling to virtual versions of real-world locations
0%5%10%15%20%25%30%35%40%45%50%55%60%65%
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Release date

October 2024

Region

United States

Survey time period

2024

Number of respondents

4,004 respondents

Age group

18 years and older

Special properties

non-gaming activities or events includes activities inside of video games that are not an essential component of gameplay.

Supplementary notes

Gamers are defined as adults aged 18+ who currently play video games.

“Super Gamers” are defined as gamers who view gaming as their primary source of entertainment and follow gaming content online. “Avid Gamers” are defined as gamers who view gaming as one of a few equivalent options for entertainment, or gamers who view gaming as their primary source of entertainment but do not follow gaming content online. “Casual Gamers” are defined as gamers who only view gaming as an entertainment option when other options are not available, or gamers who view gaming as one of a few equivalent options for entertainment but do not follow gaming content online.

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Statistics on " Video gaming in the United States "

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