The Entertainment Software Association, the game industry’s lobbying and trade group, launched a new dashboard to show lawmakers and other policy makers the impact of the game economy, organized by state.
More than a decade ago, ESA introduced “AreWeInYourState.org” to help policymakers and others visualize the impact of the video game industry across the country.
The new dashboard replaces the original map. The new tool, found at data.theesa.com, is designed to help lawmakers across the country see the positive impact of the video game industry, from jobs created and tax revenue generated to locations of studios and university/college programs.
The new dashboard also incorporates data from other reports, such as the 2026 Essential Facts and ESA’s 2025 survey on veterans and video games, to help people better understand the facts around who plays, why they play, and the benefits of play.
The video game industry is a major contributor the U.S. economy, with a presence in every single state. ESA continues to focus on serving as the voice of industry, representing the interests of creators and studios of all sizes to policymakers as we advocate for common sense legislation that helps expand and protect the industry.
The ESA’s dashboard said the U.S. has 8,976 industry sites around the U.S., meaning headquarters or offices for game companies. It also said the game industry supports 250,838 direct and indirect jobs on the country. The total economic output is $95.85 billion, and it contributes $65.5 billion to the U.S. gross domestic product (GDP).
The map shows that the biggest gaming hubs (by game locations) include Los Angeles and the San Francisco Bay Area, Texas, Seattle and New York City. The total labor income of the industry in the U.S. is $33.5 billion, with the average industry compensation at $218,000. The remote work force is about 14,484 people. Federal tax revenue is $8.63 billion; state is $2.66 billion, and local is $1.45 billion.
Seven in 10 studios have fewer than 10 employees, and there are 1,079 physical locations across 237 cities. Software is about 63,289 jobs, or 76.3%. Retail is another 13,099, or 15.8% of jobs. Hardware is 3,481 jobs, or 4.2%. Game development services is 2,409, or 2.9%. And support functions are 693, or 0.8%. This data is current as of January 31, 2026.
Consumer spending on games is about $61.8 billion in 2025, up from $59.3 billion in 2023, $56.1 billion in 2020, $36.3 billion in 2017, and $26.2 billion in 2010. The growth since 2002 is 421%.
The total number of players in the U.S. is 212.3 million, with 37 years old as the average age. Of adult players, 35% have children, 63% are college educated, 43% are married, 73% intend to vote, 55% of parents use parental controls and 32% of the silent generation (older Americans) play games. About 46% are female and 1% are non-binary or choose not to answer. Males are 53%. About 91% play on mobile, 67% on PC and 62% on console.
About 85% agree video games are fun, 81% agree games bring people joy through play, and 79% say games bring mental stimulation. And 74% of K-8 teachers use games to teach in their classrooms. And of K-12 teachers, 72% say games have a positive impact on learning. Girls who play games are three times more likely to pursue STEM careers. 78% of Americans say games teach problem-solving skills, and 69% say games teach teamwork and collaboration.
About 89% say they have played games online, 82% of parents who play say they play with their kids, and 72% agree games introduce them to friends. And 86% of veterans say games are a healthy outlet for stress and 71% say it helps with PTSD symptoms, while 68% say it helps them maintain mental sharpness.