The valuable segment of Super Games represents 38% of all gamers in the U.S., according to a report by Activate Consulting. That means roughly 70 million people in the country play games an average of three hours and 19 minutes a day.
Gamers – especially Super Gamers – are a valuable target audience for advertisers, skewing male, younger, and higher income. Super Gamers play video games across all platforms, while avid and casual gamers primarily use mobile.
The number of gamers in the world will grow from three billion in 2025 to 3.7 billion in 2029, according to Activate, a management consulting firm focused on technology, internet, media, sports and ecommerce. That’s a 6% compound annual growth rate.
This means that play will become the world’s most spoken language; virtually all online adults in the world will become gamers in the near future, with active gamers reaching 3.7B by 2029, Activate said.
These Super Users consistently spend more dollars across major technology and media activities, like playing video games.
Super Users of video games spend 2.4 more time per day — or three hours and 26 minutes a day — compared to ordinary gamers.
The concept of Super Users is interesting for gaming. Super Users are heavyweights in technology and media usage: they represent 28% of the population, but spend nearly twice as much time as everyone else.
The report said Super Users represent an outsized share of total ecommerce spend and over-index on dollar spend across shopping categories, especially for purchases requiring more consideration. Super Users are more than twice as likely to be early adopters of new technology/devices.
Super Users are at the forefront of adopting next-generation technology trends such as Virtual/Mixed Reality headsets and AI glasses.
But while gaming isn’t as huge an industry as some others like video, it accounts for one hour and 55 minutes of overall consumer time per day, more than one hour and 44 minutes for messaging and social media.

In fact, multitasking leads to an average of about 32 hours of activities per day for the average consumer. By 2029, gaming will grow an incremental four minutes a day in consumer time.
To capture more consumer time, companies will extend their user propositions and expand their roles in people’s lives, Activate said.
The game industry could be a primary engine of growth, hitting $214 billion in revenue by 2029, according to a new report from Activate Consulting. That is a 4% CAGR in revenue. This may sound low to some industry followers, but Activate said it excluded hardware and device sales, augmented/virtual reality content, and advertising. The analysis is based on numbers from Activate, Newzoo, Omdia, PricewaterhouseCoopers and Statista.
Mobile game revenues will grow at a 5% CAGR from 2025 to 2029, compared with 4% for the whole game industry.
The industry’s cultural footprint is expanding even faster, with gaming-related video content generated over 1.7 trillion views on YouTube and 1 trillion views on TikTok in 2024 alone.
Unveiling the report at WSJ Tech Live, Michael Wolf and the Activate team are forecasting $1.3 trillion in incremental revenue growth across the internet, media, and B2B technology sectors by 2029.
That means that internet and media revenues will grow from $2.7 trillion in 2025 to $3.1 trillion in 2029, for a compound annual growth rate of 3.5%. Meanwhile, B2B tech and software revenue will grow from $3 trillion in 2025 to $3.9 trillion in 2029, for a 6.9% CAGR.