2025 U.S. Consumer Spending on Video Games Nears Pandemic-Level Peak at $60.7 Billion, Second-Highest on Record
PR Newswire
WASHINGTON, Feb. 11, 2026
Increases in subscription services, mobile content and hardware sales fuel industry revenue, economic impact
WASHINGTON, Feb. 11, 2026 /PRNewswire/ -- Overall consumer spending on video games in the United States totaled $60.7 billion in 2025, an increase of 1.4% from 2024, according to data released by the Entertainment Software Association, Circana and Sensor Tower. This marks the second highest level on record, driven by a 20% growth in consumer spending on subscription services and a 1% increase in mobile.
"Continued growth in consumer spending reflects how deeply video games are woven into the fabric of American culture," said ESA President and CEO Stanley Pierre-Louis. "As the industry embraces new platforms and service models, we're seeing shifts in how people play, connect and engage with video games. This evolution is why video games continue to be not only the country's most popular form of entertainment, but a sustained growth engine for the U.S. economy."
Up from $59.9 billion in 2024, the increase to $60.7 billion in 2025 total video game sales reflects consumer spend across all video game content categories (physical and digital full-game, downloadable content/microtransactions (DLC/MTX), subscription spending across console, cloud, mobile, portable, PC and virtual reality (VR) platforms), as well as video game hardware and video game accessories.
Spending on video game content increased to $52.3 billion in 2025, up from $51.7 billion in 2024, driven by a 20% spike in subscription services and continued growth in mobile. Hardware and console sales increased 9% to $5.4 billion in 2025 from $4.9 billion in 2024, while accessory sales decreased 7% to $2.95 billion from $3.2 billion in 2024.
"Total spending on video game products in 2025 reached the second highest total in U.S. history, trailing only 2021's $61.7 billion," said Mat Piscatella, Executive Director, Video Games at Circana. "This is a reflection of a highly engaged and enthusiastic audience discovering unique experiences across multiple device types that can be enjoyed no matter where, when or with whom they want to play."
The spending data aligns to player platform choice as mobile continues to be the dominant video game platform, with 82% of players age 8 and older using a mobile device to play games, according to ESA's 2025 Essential Facts about the U.S. Video Game Industry.
"Consumer demand for mobile games continued to rise, reaching $26.7 billion in 2025," said Chirag Ambwani, Senior Vice President, Gaming, Sensor Tower. "By investing in strong live operations and hybrid monetization, developers generated an increase in time spent and wider adoption of mobile gaming across a broad user base."
Top Games in the United States in 2025 | |||
Console & PC Full Game – Top Grossing | Mobile – Top Grossing | ||
Rank | Title | Rank | Title |
1 | Battlefield 6 | 1 | MONOPOLY GO! |
2 | NBA 2K26 | 2 | Royal Match |
3 | Borderlands 4 | 3 | Last War: Survival |
4 | Monster Hunter: Wilds | 4 | Candy Crush Saga |
5 | Call of Duty: Black Ops 7 | 5 | Whiteout Survival |
6 | Madden NFL 26 | 6 | Township |
7 | EA Sports College Football 26 | 7 | Clash Royale |
8 | EA Sports FC 26 | 8 | Roblox |
9 | The Elder Scrolls IV: Oblivion: Remastered | 9 | Coin Master |
10 | Call of Duty: Black Ops 6 | 10 | Gossip Harbor: Merge & Story |
About the ESA
Founded in 1994, the Entertainment Software Association (ESA) has served as the voice and advocate for the U.S. video game industry for more than 30 years. Its members are the innovators, creators, publishers and business leaders that are reimagining entertainment and transforming how we interact, learn, connect and play. The ESA works to expand and protect the dynamic marketplace for video games through innovative and engaging initiatives that showcase the positive impact of video games on people, culture and the economy to secure a vibrant future for the industry for decades to come. For more information, visit the ESA's website or follow the ESA on X @theESA or Instagram @theesaofficial.
About Circana
Circana is a leader in providing technology, AI, and data to fast-moving consumer packaged goods companies, durables manufacturers, and retailers seeking to optimize their businesses. Circana's predictive analytics and technology empower clients to measure their market share, understand the underlying consumer behavior driving it, and accelerate their growth. Circana's Liquid Data® technology platform is powered by an expansive, high-quality data set, and intelligent algorithms trained on six decades of domain expertise. With Circana, clients can take immediate action to future-proof and evolve their growth strategies amid an increasingly complex, fast-paced, and ever-changing economy. Learn more at circana.com.
About Sensor Tower, Inc.
Sensor Tower is the leading provider of mobile market & digital advertising intelligence data for the digital economy. Founded in 2013 and based in San Francisco, Calif., Sensor Tower, Data.ai & Pathmatics provides enterprise-level data through our suite of intelligence modules to help understand consumer demand, consumer spend, advertising, creative, audiences and overall engagement metrics at unparalleled accuracy for the world's mobile and digital advertising economy. For more information, visit sensortower.com. Follow Sensor Tower Inc. on LinkedIn: sensor-tower.
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SOURCE Entertainment Software Association
