U.S. Computer and Video Game UNIT Sales (1996-2007)



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4.7% (Strategy), 4.3% (Adventure), 4.5% (Fighting), 17.6% (Family), 7.6% (Role Playing)... See Full Stat Info
On average, nine games were sold every second of every day of 2007 See Full Stat Info
In 2006, the entertainment software industry's value added to U.S. Gross Domestic Produ... See Full Stat Info
11% (Persistent Multi-Player Universe), 14% (Downloadable games such as Bejewled), 16% ... See Full Stat Info
42% of total gaming industry revenues come from digital sales in 2011. See Full Stat Info
The genre with the greatest growth was "Family Entertainment," which grew 110 percent o... See Full Stat Info
Top 5 States ? California, Washington, Texas, New York and Massachusetts currently have... See Full Stat Info
Computer Game DOLLAR Sales (2006 and 2007): $0.98 billion (2006), $0.91 billion (2007) See Full Stat Info
75% of connected-console households, more than 110 mln, will use console-based video se... See Full Stat Info
The entertainment software industry stimulates complementary product purchases of rough... See Full Stat Info
U.S. video game sales were up 13% in January 2009, to $1.33 billion. See Full Stat Info
80% of parents place time limits on video game playing. See Full Stat Info
Top 5 States ? California, Washington, Texas, New York and Massachusetts currently have... See Full Stat Info
The average game player is 35 years old and has been playing games for 13 years. See Full Stat Info
Video Game UNIT Sales (2006 and 2007): 201.8 million (2006), 231.5 million (2007) See Full Stat Info
Sixty-three percent of parents believe games are a positive part of their children?s li... See Full Stat Info
Computer and Video Game UNIT Sales (2006 and 2007): 241.6 million (2006), 267.9 millio... See Full Stat Info
Game console software sales totaled $6.6 billion with 153.9 million units sold; See Full Stat Info
Deloitte Global estimates sales of about 2.5 million VR headsets and 10 million game co... See Full Stat Info
Many of the virtual reality apps created for smartphones are likely to be available for... See Full Stat Info
65% of parents place time limits on movie viewing. See Full Stat Info
41% of Americans have purchased or plan to purchase one or more games in 2008 See Full Stat Info
Computer and video game companies directly and indirectly employ more than 80,000 people See Full Stat Info
72% of parents place time limits on Internet usage. See Full Stat Info
Gender breakdown of those who play games online: 56% (male), 44% (female) See Full Stat Info
Forty percent of all game players are women. In fact, women over the age of 18 represen... See Full Stat Info


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