2026
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US Gaming Lifestyle: 2026
2026-03-31T00:03:21+00:00
REPE53B3893_EB13_4A90_BB38_93EB137A90A7
3695
192340
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Report
en_GB
70% of adults acknowledge that gaming as lifestyle is growing, and increasingly becoming intertwined with personal identity, particularly among younger demographics. Brands have significant opportunities to engage with gaming communities…
US
Gaming
simple

US Gaming Lifestyle: 2026

"Consumer's desires to blend their gaming hobbies with their personal identity is the best foot in the door that brands could hope for."

Brian Benway, Senior Tech and Gaming Analyst

Brian Benway, Senior Tech and Gaming Analyst

70% of adults acknowledge that gaming as lifestyle is growing, and increasingly becoming intertwined with personal identity, particularly among younger demographics. Brands have significant opportunities to engage with gaming communities and lifestyle products, tapping into a market where gaming is the primary entertainment source for many. Adults aged 18-34 are leading the charge in the gaming lifestyle, showing a strong preference for integrating gaming into their identities and daily lives. This demographic is more likely to engage with gaming communities and purchase related products, creating a fertile ground for brands.

Meanwhile, the gaming market is also seeing shifts towards platform-agnostic content and innovative business models as it matures post-pandemic. As gaming becomes a mainstream cultural touchstone, brands are encouraged to develop products and marketing strategies that resonate with the unique values and behaviors of players.

This Report Looks at the Following Areas:

  • The growing integration of gaming with personal identity among consumers
  • The impact of economic pressures and consumer spending patterns on gaming
  • Generational and gender differences in gaming engagement and perception
  • Opportunities for brands to engage with gaming communities and products
  • Trends in gaming device usage, frequency, and consumer motivations
  • The rise of gaming lifestyle brands and consumer interest in related products

Market Definitions

For the purposes of this Report, Mintel defines video games as electronic games played on dedicated consoles, computers and mobile devices. Video game players (aka gamers) are defined as adults aged 18+ who have played a video game on any device in the past three months. Mintel’s profiles of US gamers are based on primary gaming motivations, beyond entertainment value.

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  1. EXECUTIVE SUMMARY

    • What you need to know
    • Younger adults are much more open to gaming as a meaningful part of their lives
    • Joy and comfort are key drivers of gamer behavior
    • Younger gamers’ interest in communities will only continue to grow in value
    • Younger adult gamers want gaming to be successful and popular
    • Outlook for The Gaming Lifestyle – US
    • Opportunities
    • Comfort-driven gaming can have any identity
    • Level-up identity-based engagement
  2. THE MARKET

    • Global video game market size
    • Consumers and the economic outlook
    • Global and US gaming market
    • Entertainment Software Association essential facts
    • 2025 global video gaming revenue’s slow and steady growth of 3.4%
    • Graph 1: global video game industry revenue, 2022-28
    • Switch 2’s success drove 5.5% year-on-year growth for consoles in 2025
    • Graph 2: global video game industry revenue share (billions), by device, 2025
    • The post-COVID-19 paradigm shift in the gaming industry
    • Market drivers
    • Breaking into live-service gaming is harder than ever
    • Gaming chat app Discord shoots foot with age verification attempt
    • New York sues video game developer Valve, says its ‘loot boxes’ are gambling
  3. THE CONSUMER

    • Gaming identity
    • Gaming has come a long way since the Atari and NES days
    • Younger adults are much more open to gaming as a meaningful part of their lives
    • Graph 3: gaming identity – engagement, by age, 2025
    • While they might self-identify as a gamer, even hardcore players may not openly broadcast it
    • Graph 4: gaming identity – engagement, by Mintel gamer segments, device and frequency, 2025
    • Everyone likes gaming, but men are still driving interest in some areas
    • Graph 5: gaming identity – habits, by gender, 2025
    • Younger gamers aged 18-34 are the primary drivers of the gaming lifestyle
    • Graph 6: gaming identity – habits, by age, 2025
    • Watching TV as shared culture is on its last legs as gaming takes over
    • Graph 7: gaming is my primary form of entertainment, by age, 2025
    • Emotional connection to gaming
    • Men lead interest in physical gaming and dedicated gaming spaces – for now
    • Graph 8: attitudes towards video game collecting, by gender, 2025
    • Regardless of the product, joy and comfort are key drivers of gamer behavior
    • Graph 9: feelings from the video gaming products and activities that influence your behavior the most (any rank), by age, 2025
    • Permanent expressions of gaming passion is highly prevalent among younger audiences
    • Gaming community
    • Gamers are willing to engage with products that help them connect socially
    • Graph 10: attitudes towards video game communities, by gender, 2025
    • Do the work, show up, be present, and the community will remember you
    • Graph 11: feelings towards the gaming community, by gender, 2025
    • Younger gamers’ interest in communities will only continue to grow in value
    • Graph 12: feelings towards the gaming community, by age, 2025
    • Video-game-related products and aspirational appeal
    • Popular video game products on creator markets signal gaps at retail
    • Graph 13: attitudes towards shopping for video-game-related products, by age, 2025
    • Video-game-related products can bring families together around shared loves
    • Graph 14: video-game-related products and aspirational appeal, moms vs dads, 2025
    • Seize the invitation to become part of younger adults’ gaming world
    • Graph 15: video-game-related products and aspirational appeal, by age, 2025
    • Branded items can be collectibles, regardless of practical use or need
    • Graph 16: attitudes towards buying video game products, by age, 2025
    • Gaming lifestyle franchises
    • Adult gamers want their favorite games to be successful and popular
    • Graph 17: “I want my favorite gaming franchise to be a lifestyle brand”, by age 2025
    • Gaming brands are something the whole family can appreciate
    • Graph 18: gaming lifestyle franchises, moms vs dads, 2025
    • Top brands can help inform decisions for wider branded partnership interest
    • Graph 19: gaming lifestyle franchises, by age, 2025
  4. INNOVATION AND MARKETING

    • My Mario offers toys that encourage young children and families to play together
    • Mario Galaxy Movie partners again with Lush cosmetics for limited-edition gaming-themed self-care products
    • Retro Game Boy-themed Pokémon jukebox music player
    • Razer expands its Pokémon collection line with themed PC products
    • Even Hallmark leans into gaming-themed gifts
  5. APPENDIX

    • Market definition
    • The consumer
    • Consumer research questions
    • Consumer research methodology – US
    • US generation groups
    • Abbreviations and terms
    • US video game consumers
    • Gaming device usage and frequency
    • Graph 20: gaming device usage and frequency, 2025
    • Mintel gamer segments – device and frequency
    • Graph 21: Mintel gamer segments – device and frequency, 2025
    • Console brand usage
    • Graph 22: console brand usage, 2025
    • Mintel gamer segments – motivations
    • Top reason for playing video games, aside from the entertainment value
    • Graph 23: top reason for playing video games, aside from the entertainment value, 2025
    • Gamer segments – Achievers and Explorers
    • Gamer segments – Socializers and Competitors
    • Mintel gamer segments – motivations
    • Graph 24: Mintel gamer segments – motivations, 2025

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