U.S. Video Game Industry Generates $30.4 Billion in Revenue for 2016

WASHINGTON–(BUSINESS WIRE)–The U.S. computer and video game industry generated $30.4 billion in
revenue in 2016, according to new data released today by the
Entertainment Software Association (ESA) and the NPD Group. This total
consumer spend figure includes revenues from all hardware, software,
peripherals, and in-game purchases. This is an increase in total
consumer spend from reported 2015 sales, which were at $30.2 billion.

2016 was another enormous year for the interactive entertainment
industry,” said Michael D. Gallagher, president and CEO of the ESA,
which represents the U.S. video game industry. “The industry’s
innovative genius and ability to engage and delight billions of gamers
worldwide delivered another record performance. Congratulations to the
developers, storytellers, creators, and investors who defined the
leaderboard for entertainment.”

Separately, ESA highlighted that video game software revenue grew 6
percent from the 2015 level. In 2016, video game software revenue, which
includes physical packaged goods, mobile games, downloadable content,
subscriptions, and other revenue streams, reached $24.5 billion—up from
23.2 billion in 2015.

In 2016, virtual reality systems like the Sony PlayStation VR, Vive, and
Oculus Rift reached the mass market to consumer interest. The release of
Pokémon Go became a cultural phenomenon on mobile, while the later
release of Pokémon Sun and Pokémon Moon on portable gaming devices
achieved the highest launch month consumer spend in the history of the
franchise, according to NPD. Blockbusters like Battlefield 1, Call
of Duty: Infinite Warfare
, Madden NFL 17, NBA 2K17 and Tom
Clancy’s The Division
drove consumer spend on console platforms. Finally,
the PC platform was the most diverse and dynamic of all growth
platforms, with a record number of titles reaching PC gamers in 2016.

Growth in entertainment software consumer spend was seen across the
mobile, PC, virtual reality, subscription, portable and digital console
segments,” said Mat Piscatella, industry analyst, The NPD Group.
Consumers have more options to purchase and enjoy entertainment
software than ever before, while developers have more and easier ways of
delivering that content. No matter the delivery platform, entertainment
software has never been more engaging, diverse or accessible.”

The U.S. video game industry is one of the nation’s fastest growing
economic sectors, providing tens of thousands of high-paying jobs to
Americans and generating billions of dollars in revenue for communities
across the nation.

ESA offers a wide range of services to interactive entertainment
software publishers, including conducting business and consumer
research, providing legal and policy analysis and advocacy on First
Amendment, intellectual property, and technology/e-commerce issues,
managing a global content protection program, owning and operating E3 and
representing video game industry interests in federal and state
government relations. For more information, visit ESA’s
website
 or follow us on Twitter at @RichatESA
or @ESAGovAffairs.

Contacts

Entertainment Software Association
Dan Hewitt
Office:
202-223-2400
Cell: 202-277-3972
dhewitt@theESA.com