video game content includes physical & digital full game, DLC/MTX and subscription consumer spending across console, cloud, mobile, portable, PC and VR platforms
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Consumer spending on video game content in the U.S. 2010-2025
In 2025, total U.S. consumer spending on video game content amounted to around **** billion U.S. dollars, a slight increase from the previous year. Video game spending surged in 2021Â due to the COVID-19 pandemic.
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Entertainment Software Association. (February 11, 2026). Consumer spending on video game content in the United States from 2010 to 2025 (in billion U.S. dollars) [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 25, 2026, from /statistics/252457/consumer-spending-on-video-games-in-the-us/
Entertainment Software Association. "Consumer spending on video game content in the United States from 2010 to 2025 (in billion U.S. dollars)." Chart. February 11, 2026. ÌÇÐÄÆÆ½â°æ. Accessed July 25, 2026. /statistics/252457/consumer-spending-on-video-games-in-the-us/
Entertainment Software Association. (2026). Consumer spending on video game content in the United States from 2010 to 2025 (in billion U.S. dollars). ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 25, 2026. /statistics/252457/consumer-spending-on-video-games-in-the-us/
Entertainment Software Association. "Consumer Spending on Video Game Content in The United States from 2010 to 2025 (in Billion U.S. Dollars)." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 11 Feb 2026, /statistics/252457/consumer-spending-on-video-games-in-the-us/
Entertainment Software Association, Consumer spending on video game content in the United States from 2010 to 2025 (in billion U.S. dollars) ÌÇÐÄÆÆ½â°æ, /statistics/252457/consumer-spending-on-video-games-in-the-us/ (last visited July 25, 2026)
Consumer spending on video game content in the United States from 2010 to 2025 (in billion U.S. dollars) [Graph], Entertainment Software Association, February 11, 2026. [Online]. Available: /statistics/252457/consumer-spending-on-video-games-in-the-us/