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Many of the virtual reality apps created for smartphones are likely to be available for... See Full Stat Info
Gender breakdown of those who play games online: 56% (male), 44% (female) See Full Stat Info
In 2008, 26 percent of Americans over the age of 50 played video games, an increase fro... See Full Stat Info
Deloitte Global predicts that virtual reality (VR) will have its first billion dollar y... See Full Stat Info
Collectively, these areas directly employ 16,604 workers and post 70 percent of the ind... See Full Stat Info
Game console software sales totaled $6.6 billion with 153.9 million units sold; See Full Stat Info
There was a record $2.0 billion in portable software sales with 77.5 million units sold. See Full Stat Info
The average salary for direct employees is $92,300, resulting in total national compens... See Full Stat Info
U.S. Computer and Video Game UNIT Sales (1996-2007): 73.8 million (1996), 108.8 millio... See Full Stat Info
For the four-year period 2002-06, direct employment for the industry grew at an annual ... See Full Stat Info
Women age 18 or older represent a significantly greater portion of the game-playing pop... See Full Stat Info
On average, nine games were sold every second of every day of 2007; See Full Stat Info
By 2009, it is projected that the industry will support over a quarter of a million Ame... See Full Stat Info
The entertainment software industry sold over 13.4 million portable game units in 2007,... See Full Stat Info
U.S. Computer and Video Game DOLLAR Sales (1996-2007): 2.6 billion (1996), 3.7 billion... See Full Stat Info
GDP ? In 2006, the entertainment software industry's value added to U.S. Gross Domestic... See Full Stat Info
Growth ? From 2003 to 2006, the entertainment software industry's annual growth rate ex... See Full Stat Info
U.S. computer and video game software sales grew six percent in 2007 to $9.5 billion ? ... See Full Stat Info
11% (Persistent Multi-Player Universe), 14% (Downloadable games such as Bejewled), 16% ... See Full Stat Info
33.9% (Strategy), 5.0% (Adventure), 14.3% (Family), 18.8% (Role Playing), 11.6% (Shoote... See Full Stat Info
Deloitte Global expects the addressable market for games consoles as of the end of 2016... See Full Stat Info
The genre with the greatest growth was "Family Entertainment," which grew 110 percent o... See Full Stat Info
38% of homes in America have a video game console See Full Stat Info
These companies provided over $1.8 million in direct and indirect compensation to Calif... See Full Stat Info
72% (It?s Fun For The Entire Family), 71% (Because They?re Asked To), 66% (It?s A Good ... See Full Stat Info
As for VR content, Deloitte Global expects most revenue generated to come from games sa... See Full Stat Info


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