NPD: 73% of US Consumers Play Videogames, 6% Up Over Last Year

Alessio Palumbo
videogames

A new NPD report titled 2019 Evolution of Entertainment reveals today that 73% of United States consumers who are 2-years-old and older play videogames, marking a six percent increase over June 2018.

Mat Piscatella, games industry analyst at The NPD Group, said in a statement:

Related Story Abxylute Handheld Gaming Console Seeks To Compete With Razer & Logitech In Cloud Gaming

Kids are becoming a more influential part of the gaming marketplace thanks to games such as Fortnite and Minecraft, assisted by the growing influence of YouTube and Twitch. More than one-third of kids are spending more time playing videogames than they were a year ago, while well over 20 percent are also spending more.

Because so many people own or have access to smart devices, and because gaming applications available on these devices offer many inexpensive, even free experiences, they remain the most accessible entry point for those who are curious about gaming. Mobile is where many experience gaming for the first time, allowing for an easy entry point to the broader world of gaming.

Perhaps unsurprisingly, mobile games tend to play in smaller, yet more regular sessions on a daily basis. PC and console gamers, on the other hand, may play less frequently but for longer session times due to the more involved gameplay experiences.

The NPD also provided information on the survey's methodology, which you can read below.

Methodology

An online survey was fielded in June 2019 to members of NPD’s online panel. The survey was completed by 5,000 individuals ages 2 and older. Participants in this survey were recruited from two representative pools: Adults (respondents ages 18+) were recruited for participation directly and completed the survey based on their own habits; and Children / Teens (respondents ages 2 to 17) were recruited via parent surrogates. Children over age 10 were instructed to complete the survey for themselves (with parental help, if needed). Parents of younger children were asked to complete the survey on their child’s behalf, with the help of their child (if able). For the purposes of this analysis, respondents qualified as participants in an entertainment category if they reported that they had personally participated in a relevant activity in the six months prior to the survey.

Alessio Palumbo Photo

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

Follow Wccftech on Google to get more of our news coverage in your feeds.

Button