Figures for periods prior to 2022 come from previous reporting. A consumer unit consists of any of the following: (1) All members of a particular household who are related by blood, marriage, adoption, or other legal arrangements; (2) a person living alone or sharing a household with others or living as a roomer in a private home or lodging house or in permanent living quarters in a hotel or motel, but who is financially independent; or (3) two or more persons living together who use their incomes to make joint expenditure decisions. Financial independence is determined by spending behavior with regard to the three major expense categories: Housing, food, and other living expenses. To be considered financially independent, the respondent must provide at least two of the three major expenditure categories, either entirely or in part. Data are diary-based. The shown figures are based on unpublished data from the Consumer Expenditure Survey conducted by the Bureau of Labor Statistics. Figures are available upon Figures prior to 2016 have been taken from previous publications.
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U.S. household expenditure on video games 2011-2022, by type
In 2022, video game software expenditure amounted to U.S. dollars per consumer unit in the United States, up from U.S. dollars in 2019. The outbreak of the COVID-19 pandemic had a significant impact on the consumer spending on video games, and expenditure on online gaming services showed the most dramatic year-over-year growth.
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Bureau of Labor Statistics. (September 8, 2023). Average annual expenditure on video games per consumer unit in the United States from 2011 to 2022, by type (in U.S. dollars) [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 21, 2026, from /statistics/191061/us-consumer-spending-on-video-games-since-2002/
Bureau of Labor Statistics. "Average annual expenditure on video games per consumer unit in the United States from 2011 to 2022, by type (in U.S. dollars)." Chart. September 8, 2023. ÌÇÐÄÆÆ½â°æ. Accessed July 21, 2026. /statistics/191061/us-consumer-spending-on-video-games-since-2002/
Bureau of Labor Statistics. (2023). Average annual expenditure on video games per consumer unit in the United States from 2011 to 2022, by type (in U.S. dollars). ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 21, 2026. /statistics/191061/us-consumer-spending-on-video-games-since-2002/
Bureau of Labor Statistics. "Average Annual Expenditure on Video Games per Consumer Unit in The United States from 2011 to 2022, by Type (in U.S. Dollars)." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 8 Sep 2023, /statistics/191061/us-consumer-spending-on-video-games-since-2002/
Bureau of Labor Statistics, Average annual expenditure on video games per consumer unit in the United States from 2011 to 2022, by type (in U.S. dollars) ÌÇÐÄÆÆ½â°æ, /statistics/191061/us-consumer-spending-on-video-games-since-2002/ (last visited July 21, 2026)
Average annual expenditure on video games per consumer unit in the United States from 2011 to 2022, by type (in U.S. dollars) [Graph], Bureau of Labor Statistics, September 8, 2023. [Online]. Available: /statistics/191061/us-consumer-spending-on-video-games-since-2002/