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."
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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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
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
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
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
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
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