Gaming Community Statistics 2026
This page collects figures on how people play and gather around video games: how many players there are worldwide, in the US and in Europe, how often they play with others and make friends through games, which chat tools they use, how many hours audiences spend watching game streams, how large esports events have become, and how common harassment is. Most figures describe 2025 and 2026. Pew Research Center's teen gaming survey and ADL's harassment survey are from 2023 and are labeled with their year.
By the DBotMaker research desk · Updated November 6, 2026 · 51 numbers drawn from 15 publishers and reports
Short answer
Newzoo forecasts 3.7 billion video game players worldwide in 2026, and the ESA counts more than 212.3 million US players, 70% of whom play with other people. Among US players who talk online, 58% have used in-game text chat, 52% in-game voice chat and 28% Discord, while Twitch logged more than 8.6 billion hours of gaming content between January and September 2026 and the Esports World Cup reached 850 million viewers.
Headline numbers
- 3.7 billionNewzoo forecasts 3.7 billion video game players worldwide in 2026, up 4.4% from 2025.Newzoo
- 212.3 millionMore than 212.3 million Americans play video games regularly, according to the ESA's 2026 survey.Entertainment Software Association
- 138 millionRoblox averaged 138 million daily active users in the third quarter of 2026.Roblox Corporation
- 70%70% of US players aged 8 and older play video games with other people, online or offline.Entertainment Software Association
- 58%58% of US players who communicate online have used platform or in-game text chat.Entertainment Software Association
- 8.6 billionViewers watched more than 8.6 billion hours of gaming content on Twitch between January 1 and September 1, 2026.Twitch
- 850 millionThe 2026 Esports World Cup reached 850 million viewers, according to its organizer.Esports World Cup Foundation
- 76%76% of US adults aged 18 to 45 who play online multiplayer games reported experiencing harassment in ADL's 2023 survey.ADL (Anti-Defamation League)
Reading the numbers
The player base is still growing, but slowly. Newzoo forecasts 3.7 billion players in 2026, up 4.4%, which is 62.0% of the world's online population. National counts are large too: the Entertainment Software Association counts more than 212.3 million US players, 67% of the population, and Video Games Europe counts 199 million players across 16 European markets. Platform data shows where those players gather, from Roblox's 138 million daily users to Sony's 125 million monthly PlayStation users and Steam's 42 million peak concurrent users in 2025.
Gaming is mostly a shared activity. The ESA finds 70% of US players aged 8 and older play with others and 37% of adult players have met a good friend, spouse or partner through games. Pew Research Center found 89% of teen players play with other people and 47% have made a friend online through a game, and Common Sense Media's 2026 census puts the share of tweens and teens who play with others at 85%. Common Sense Media also shows the risk side: 29% of teens play with people they met through games and 33% with randomly matched players.
In-game chat is the default, with Discord as the main outside tool. The ESA's 2026 survey shows 58% of players who talk online have used in-game text chat, 52% in-game voice chat and 28% Discord. Discord says more than 90% of its users played a game in the previous 30 days and that they spend over 2 billion hours a month gaming. Among teens who call themselves gamers, Pew found 44% use Discord and 30% use Twitch.
Watching games is a large community activity of its own. Streams Charts counted a record 31.698 billion livestream hours in the third quarter of 2026, with gaming making up 76.9% of Twitch's watch time and Kick growing 30.7% in a quarter. Twitch reports more than 8.6 billion hours of gaming content between January and September 2026. The Esports World Cup in Paris reached 850 million viewers and 440 million hours watched. Harassment remains a problem: 43% of teen players in Pew's survey and 76% of adult online multiplayer players in ADL's 2023 survey reported it.
How many people play video games in 2026
- 1.
Newzoo forecasts 3.7 billion video game players worldwide in 2026, up 4.4% from 2025.
Newzoo, 2026 global games market key numbers (2026)
Exact wording at the source
Global players are forecast to reach 3.7 billion in 2026, up 4.4% year on year.
- 2.
Players make up 62.0% of the world's online population in 2026, up from 61.5%, according to Newzoo.
Newzoo, 2026 global games market key numbers (2026)
Exact wording at the source
Player penetration edges up only slightly, from 61.5% to 62.0% of the online population.
- 3.
More than 212.3 million Americans play video games regularly, according to the ESA's 2026 survey.
Entertainment Software Association, Essential Facts About the U.S. Video Game Industry 2026 (Jun 2026)
Exact wording at the source
Today, more than 212.3 million Americans play video games regularly
- 4.
67% of the US population aged 5 to 90 plays video games for at least one hour a week.
Entertainment Software Association, Essential Facts About the U.S. Video Game Industry 2026 (Jun 2026)
Exact wording at the source
Percentage of the U.S. population who report playing video games 1+ hours a week 67%
- 5.
Europe had 199 million video game players aged 6 to 75 across 16 markets in 2025.
Video Games Europe, 2025 All About Video Games: European Key Facts (Aug 2026)
Exact wording at the source
199 million players aged 6-75
- 6.
51% of people aged 6 to 75 in the 16 European markets studied played video games in 2025.
Video Games Europe, 2025 All About Video Games: European Key Facts (Aug 2026)
Exact wording at the source
51% of Europe’s population aged 6-75
- 7.
Americans spent an average of 37 minutes a day playing games or using a computer for leisure in 2025, up from 25 minutes in 2015.
U.S. Bureau of Labor Statistics, American Time Use Survey: 2025 Results (Jun 2026)
Exact wording at the source
Individuals spent more time playing games or using a computer on an average day in 2025 than they did in 2015 (37 minutes compared with 25 minutes).
- 8.
Americans aged 15 to 19 spent 1.5 hours a day playing games or using a computer for leisure in 2025, more than any other age group.
U.S. Bureau of Labor Statistics, American Time Use Survey: 2025 Results (Jun 2026)
Exact wording at the source
Individuals ages 15 to 19 spent 1.5 hours playing games or using a computer for leisure on an average day in 2025, more than any other age group.
- 9.
85% of US teens aged 13 to 17 played video games in 2023, and 41% played at least once a day.
Pew Research Center, Teens and Video Games Today (May 2024)
Exact wording at the source
85% of U.S. teens report playing video games, and 41% say they play them at least once a day.
Chart
Devices used by video game players in Europe, 2025 (% of players)
Share of players aged 6 to 75 in 16 European markets who play on each device type, 2025. Players can use more than one device.
- Smartphone or tablet82%
- Console47%
- PC34%
Source: Video Games Europe, 2025 All About Video Games: European Key Facts
Where gaming communities gather: Roblox, PlayStation, Steam and Discord
- 10.
Roblox averaged 138 million daily active users in the third quarter of 2026.
Roblox Corporation, Roblox Corporation Form 10-Q for the quarter ended September 30, 2026 (Oct 2026)
Exact wording at the source
of our 138 million average daily active users
- 11.
About 83% of Roblox's daily active users in the third quarter of 2026 came from outside the US and Canada.
Roblox Corporation, Roblox Corporation Form 10-Q for the quarter ended September 30, 2026 (Oct 2026)
Exact wording at the source
approximately 83% of our DAUs and 43% of our revenue was derived from outside the U.S. and Canada region
- 12.
51% of in-game hours on Roblox in December 2025 were spent in its 50 most popular games.
Roblox Corporation, Roblox Corporation Form 10-Q for the quarter ended September 30, 2026 (Oct 2026)
Exact wording at the source
51% of in-game hours engaged were spent in the top 50 games in the month ended December 31, 2025
- 13.
PlayStation had 125 million monthly active users as of June 30, 2026, based on Sony's estimates.
Sony Interactive Entertainment, Business Data & Sales (Aug 2026)
Exact wording at the source
PlayStation Monthly Active Users* 125 million (As of June 30, 2026)
- 14.
Steam reached 42 million peak concurrent users in 2025, after adding about 3.4 million concurrent users a year over five years.
Valve, Steam Year in Review 2025 (Feb 2026)
Exact wording at the source
In the years since, we’ve grown at a pace of around 3.4 million additional concurrent users per year, reaching 42 million peak concurrent users.
- 15.
Over 90% of Discord users played a PC, console or mobile game in the 30 days before Discord's 2025 count.
Discord, Thank You for Ten Years (May 2025)
Exact wording at the source
Over 90% of y’all played a PC, console or mobile game in the last 30 days.
- 16.
Discord users collectively spent over 2 billion hours a month playing games in 2025.
Discord, Thank You for Ten Years (May 2025)
Exact wording at the source
Collectively, you spend over 2 BILLION hours gaming every month.
Playing together: friendships and social play
- 17.
70% of US players aged 8 and older play video games with other people, online or offline.
Entertainment Software Association, Essential Facts About the U.S. Video Game Industry 2026 (Jun 2026)
Exact wording at the source
Among 70% of players age 8+ who play with others
- 18.
37% of US adult players have met a good friend, spouse or partner through video games.
Entertainment Software Association, Essential Facts About the U.S. Video Game Industry 2026 (Jun 2026)
Exact wording at the source
37% have met a good friend, spouse, or significant other through video games
- 19.
49% of US adult players say games help them stay connected to friends and family.
Entertainment Software Association, Essential Facts About the U.S. Video Game Industry 2026 (Jun 2026)
Exact wording at the source
49% say games help them stay connected to friends and family
- 20.
47% of US adult players have met people through games whom they otherwise would not have met.
Entertainment Software Association, Essential Facts About the U.S. Video Game Industry 2026 (Jun 2026)
Exact wording at the source
47% have met people through video games they otherwise would not have met
- 21.
72% of US teens who play video games say spending time with others is a reason they play (2023 survey).
Pew Research Center, Teens and Video Games Today (May 2024)
Exact wording at the source
72% of teens who play video games say that a reason why they play them is to spend time with others.
- 22.
89% of US teen video game players play with other people, in person or online (2023 survey).
Pew Research Center, Teens and Video Games Today (May 2024)
Exact wording at the source
About nine-in-ten teen video game players (89%) say they play them with other people, in person or online.
- 23.
47% of US teen video game players have made a friend online because of a game they both play (2023 survey).
Pew Research Center, Teens and Video Games Today (May 2024)
Exact wording at the source
Additionally, about half (47%) report that they have ever made a friend online because of a video game they both play.
- 24.
85% of US tweens and teens aged 9 to 17 play with others when they game, and 49% of boys interact with other people online while playing.
Common Sense Media, The Common Sense Media Census: Tech and Media Use by Tweens and Teens, 2026 (2026)
Exact wording at the source
Gaming is a social activity for most tweens and teens, with most young people playing with others when they are gaming (85%), and nearly half (49%) of all boys and more than a third of girls (38%) interacting with other people online while they are playing.
- 25.
29% of US teens play with people they met through games, compared with 20% of tweens.
Common Sense Media, The Common Sense Media Census: Tech and Media Use by Tweens and Teens, 2026 (2026)
Exact wording at the source
teens are more likely than tweens to have riskier practices, such as playing with people they've met through games (29% vs. 20% of tweens)
Chart
Who US tweens and teens play video games with, 2026 (% of each age group)
Tweens are ages 9 to 12 and teens 13 to 17 in the United States. Common Sense Media census, 2026.
- Friends or family known in real life, teens61%
- Friends or family known in real life, tweens56%
- Random matched players, teens33%
- Random matched players, tweens25%
- People met through games, teens29%
- People met through games, tweens20%
Source: Common Sense Media, The Common Sense Media Census: Tech and Media Use by Tweens and Teens, 2026
Voice chat, text chat and Discord use
- 26.
72% of US online players aged 8 and older have used in-game text or voice chat to talk to others while playing.
Entertainment Software Association, Essential Facts About the U.S. Video Game Industry 2026 (Jun 2026)
Exact wording at the source
of online players age 8+ have used communication tools like in-game text and voice chat to talk to others while playing 72%
- 27.
58% of US players who communicate online have used platform or in-game text chat.
Entertainment Software Association, Essential Facts About the U.S. Video Game Industry 2026 (Jun 2026)
Exact wording at the source
Platform/in-game text chat 58%
- 28.
52% of US players who communicate online have used platform or in-game voice chat.
Entertainment Software Association, Essential Facts About the U.S. Video Game Industry 2026 (Jun 2026)
Exact wording at the source
Platform/in-game voice chat 52%
- 29.
28% of US players who communicate online have used Discord text or voice chat while playing, and 16% prefer it.
Entertainment Software Association, Essential Facts About the U.S. Video Game Industry 2026 (Jun 2026)
Exact wording at the source
Among total players age 8+ who communicate online Discord (text or voice chat) 28% 16%
- 30.
Discord says gaming sessions are 3 times longer when people play with friends on Discord voice.
Discord, Thank You for Ten Years (May 2025)
Exact wording at the source
When you play with friends on Discord voice, your sessions are 3 times longer.
- 31.
44% of US teens who identify as gamers use Discord (2023 survey).
Pew Research Center, Teens and Video Games Today (May 2024)
Exact wording at the source
44% of teen gamers say they use Discord
- 32.
28% of all US teens use Discord (2023 survey).
Pew Research Center, Teens and Video Games Today (May 2024)
Exact wording at the source
About three-in-ten teens overall (28%) use Discord.
- 33.
30% of US teen gamers use Twitch (2023 survey).
Pew Research Center, Teens and Video Games Today (May 2024)
Exact wording at the source
30% of teens gamers say they use Twitch.
- 34.
22% of US teens use Discord at least monthly, compared with 7% of tweens.
Common Sense Media, The Common Sense Media Census: Tech and Media Use by Tweens and Teens, 2026 (2026)
Exact wording at the source
Discord (22% vs. 7%)
Chart
How US players talk while playing online, 2026 (% who have used each tool)
Among US players aged 8 and older who communicate online, share who have ever used each method. ESA Essential Facts 2026.
- Platform or in-game text chat58%
- Platform or in-game voice chat52%
- Discord (text or voice)28%
- Audio or video call service23%
Source: Entertainment Software Association, Essential Facts About the U.S. Video Game Industry 2026
Game streaming audiences on Twitch, Kick, YouTube and TikTok
- 35.
Livestreaming platforms tracked by Streams Charts generated 31.698 billion hours watched in the third quarter of 2026, a quarterly record.
Streams Charts, Q3 2026 Global Livestreaming Landscape (Oct 2026)
Exact wording at the source
The platforms covered in this report generated 31.698 billion Hours Watched in Q3 2026, which was the highest quarterly total recorded across the livestreaming services tracked by Streams Charts.
- 36.
Twitch generated 4.51 billion hours watched in the third quarter of 2026, its best quarter since the second quarter of 2025.
Streams Charts, Q3 2026 Global Livestreaming Landscape (Oct 2026)
Exact wording at the source
Twitch generated 4.51 billion Hours Watched in Q3 2026, its strongest quarterly result since Q2 2025
- 37.
Gaming accounted for 76.9% of Twitch watch time in the third quarter of 2026.
Streams Charts, Q3 2026 Global Livestreaming Landscape (Oct 2026)
Exact wording at the source
Gaming accounted for 76.9% of the platform's watch time
- 38.
Kick recorded 2.04 billion hours watched in the third quarter of 2026, up 30.7% from the second quarter.
Streams Charts, Q3 2026 Global Livestreaming Landscape (Oct 2026)
Exact wording at the source
Kick recorded 2.04 billion Hours Watched in Q3 2026, up 30.7% from the previous quarter
- 39.
TikTok LIVE watch time grew 19% to 10.6 billion hours in the third quarter of 2026.
Streams Charts, Q3 2026 Global Livestreaming Landscape (Oct 2026)
Exact wording at the source
Its total watch time grew 19% to 10.6 billion Hours Watched
- 40.
Viewers watched more than 8.6 billion hours of gaming content on Twitch between January 1 and September 1, 2026.
Twitch, Twitch State of Gaming 2026 (press release) (Sep 2026)
Exact wording at the source
Between January 1, 2026 and September 1, 2026*, viewers have watched more than 8.6 billion hours of gaming content on Twitch, the equivalent of one hour for every person on earth.
- 41.
40 million Twitch users participated in and claimed in-game Drops in the first eight months of 2026, up 15%.
Twitch, Twitch State of Gaming 2026 (press release) (Sep 2026)
Exact wording at the source
The number of users who participated and claimed Drops increased 15% to 40 million
- 42.
Stream Hatchet counted 17.5 billion hours of live-streaming viewership in the second quarter of 2026, with TikTok Live holding a 50.9% share.
Stream Hatchet, Q2 2026 Live Streaming Trends Report (Jul 2026)
Exact wording at the source
Total live-streaming viewership hit 17.5B hours watched in Q2 2026, with TikTok Live bigger than every other platform combined (8.9B hours, 50.9% share).
Chart
Twitch hours watched by quarter (billions)
Total Twitch hours watched in billions, all content, from the Streamlabs and Stream Hatchet Q1 2026 report.
- Q1 20255.27
- Q4 20254.38
- Q1 20264.55
Source: Streamlabs and Stream Hatchet, Streamlabs and Stream Hatchet Q1 2026 Live Streaming Report
Esports audiences: the 2026 Esports World Cup
- 43.
The 2026 Esports World Cup reached 850 million viewers, according to its organizer.
Esports World Cup Foundation, 2026 Esports World Cup in Numbers (Sep 2026)
Exact wording at the source
850 million viewers tuned in to experience the Esports World Cup.
- 44.
Viewers watched 440 million hours of the 2026 Esports World Cup across more than 100 broadcast partners in 47 languages.
Esports World Cup Foundation, 2026 Esports World Cup in Numbers (Sep 2026)
Exact wording at the source
That added up to 440 million hours watched, as fans around the world followed the action across 100+ broadcast partners in 47 languages.
- 45.
1.5 million players took part in 330 qualifying tournaments on the Road to EWC in 2026.
Esports World Cup Foundation, 2026 Esports World Cup in Numbers (Sep 2026)
Exact wording at the source
Even before we arrived in Paris, the ROAD TO EWC featured 1.5 million players competing across 330 tournaments
- 46.
The 2026 Esports World Cup in Paris sold 175,000 tickets and recorded 2 million visits across venues and fan events.
Esports World Cup Foundation, 2026 Esports World Cup in Numbers (Sep 2026)
Exact wording at the source
175,000 tickets were sold, while 2 million visits were recorded across the competition venues, Fan Fest and EWC activations throughout the city of Paris
- 47.
Players at the 2026 Esports World Cup competed for a $75 million prize pool, a record for the event.
Esports World Cup Foundation, 2026 Esports World Cup in Numbers (Sep 2026)
Exact wording at the source
competed for a record-breaking $75 million prize pool
Harassment in gaming communities
- 48.
43% of US teen video game players have been harassed or bullied while playing (2023 survey).
Pew Research Center, Teens and Video Games Today (May 2024)
Exact wording at the source
Roughly four-in-ten teen video game players (43%) say they have been harassed or bullied while playing a video game in one of three ways
- 49.
80% of all US teens think harassment over video games is a problem for people their age (2023 survey).
Pew Research Center, Teens and Video Games Today (May 2024)
Exact wording at the source
80% of all teens think harassment over video games is a problem for people their age.
- 50.
76% of US adults aged 18 to 45 who play online multiplayer games reported experiencing harassment in ADL's 2023 survey.
ADL (Anti-Defamation League), Hate and Harassment Present in Almost Half of Online Multiplayer Gaming Sessions Tested, New ADL Research Finds (Jan 2025)
Exact wording at the source
ADL found that 76 percent of adult participants (aged 18-45) and 75 percent of teens (ages 10-17) in online multiplayer games reported experiencing any harassment in online games.
- 51.
75% of US teens aged 10 to 17 who play online multiplayer games reported experiencing harassment in ADL's 2023 survey.
ADL (Anti-Defamation League), Hate and Harassment Present in Almost Half of Online Multiplayer Gaming Sessions Tested, New ADL Research Finds (Jan 2025)
Exact wording at the source
ADL found that 76 percent of adult participants (aged 18-45) and 75 percent of teens (ages 10-17) in online multiplayer games reported experiencing any harassment in online games.
Questions readers ask
- How many people play video games in 2026?
- Newzoo forecasts 3.7 billion players worldwide in 2026, about 62% of people who are online. The Entertainment Software Association counts more than 212.3 million players in the US, and Video Games Europe counted 199 million players in 16 European markets in 2025.
- Do most gamers play with other people?
- Yes. The ESA finds 70% of US players aged 8 and older play with others, and Common Sense Media's 2026 census finds 85% of tweens and teens play with others when gaming. Pew Research Center found 47% of teen players have made a friend online through a game.
- How many gamers use Discord or voice chat?
- Among US players who communicate online, the ESA finds 52% have used in-game voice chat, 58% in-game text chat and 28% Discord. Pew Research Center found 44% of teens who identify as gamers use Discord, compared with 28% of all teens.
- How many hours do people watch game streams?
- Twitch reports more than 8.6 billion hours of gaming content watched between January 1 and September 1, 2026. Streams Charts counted 4.51 billion Twitch hours in the third quarter of 2026, with gaming making up 76.9% of the platform's watch time.
- How big is the Esports World Cup audience?
- The organizer reports that the 2026 Esports World Cup in Paris reached 850 million viewers and 440 million hours watched. It sold 175,000 tickets and paid out a $75 million prize pool.
- How common is harassment in online games?
- Pew Research Center found 43% of US teen players had been harassed or bullied while gaming, and 80% of teens see it as a problem. ADL's 2023 survey found 76% of adults aged 18 to 45 who play online multiplayer games had experienced harassment.
Where these numbers come from
We chose figures from the organizations that produced the data: industry association surveys (Entertainment Software Association, Video Games Europe), market research (Newzoo), survey research (Pew Research Center, Common Sense Media, ADL), federal statistics (U.S. Bureau of Labor Statistics), company filings and reports (Roblox, Sony Interactive Entertainment, Valve, Discord, Twitch), livestream analytics firms (Streams Charts, Stream Hatchet) and an event organizer (Esports World Cup Foundation). Samples and definitions differ: the ESA counts Americans aged 5 to 90 who play at least an hour a week, Video Games Europe covers ages 6 to 75 in 16 markets, and BLS time use data combines video games with board games and leisure computer use. Platform metrics are not comparable: Roblox counts daily active accounts, Sony monthly active users, Valve peak concurrent logins and Discord its own monthly users. Streaming trackers cover different sets of platforms. Esports viewer counts are organizer-reported cumulative reach, not unique people. Pew's teen gaming data and ADL's harassment survey date from 2023 and are labeled as such; Discord's community figures are from 2025. Ofcom's 2026 UK research on children's online gaming could not be loaded for checking and was left out. Each quote was copied from the source and rechecked on 2026-11-06. We store the sentence each number appears in, and a script loads the publisher's page again to make sure that sentence is still there. Our methodology has the details.
Sources
- ADL (Anti-Defamation League). Hate and Harassment Present in Almost Half of Online Multiplayer Gaming Sessions Tested, New ADL Research Finds (Jan 2025).
- Common Sense Media. The Common Sense Media Census: Tech and Media Use by Tweens and Teens, 2026 (2026).
- Discord. Thank You for Ten Years (May 2025).
- Entertainment Software Association. Essential Facts About the U.S. Video Game Industry 2026 (Jun 2026).
- Esports World Cup Foundation. 2026 Esports World Cup in Numbers (Sep 2026).
- Newzoo. 2026 global games market key numbers (2026).
- Pew Research Center. Teens and Video Games Today (May 2024).
- Roblox Corporation. Roblox Corporation Form 10-Q for the quarter ended September 30, 2026 (Oct 2026).
- Sony Interactive Entertainment. Business Data & Sales (Aug 2026).
- Stream Hatchet. Q2 2026 Live Streaming Trends Report (Jul 2026).
- Streams Charts. Q3 2026 Global Livestreaming Landscape (Oct 2026).
- Twitch. Twitch State of Gaming 2026 (press release) (Sep 2026).
- U.S. Bureau of Labor Statistics. American Time Use Survey: 2025 Results (Jun 2026).
- Valve. Steam Year in Review 2025 (Feb 2026).
- Video Games Europe. 2025 All About Video Games: European Key Facts (Aug 2026).
Citing this page
Link to this page or to a single numbered figure. If you reuse a number, name the organization that released it in the first place.
DBotMaker. (2026, November 6). Gaming Community Statistics 2026. https://dbotmaker.io/gaming-community-statistics
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