Report: Texas Ranks #3 in Nation for Economic Impact from Video Game Industry With $4.15 Billion Annual Output

WASHINGTON, Dec. 3, 2020 /PRNewswire/ -- The video game industry has a Texas-sized impact on the Lone Star State's economy.

A new study from the Entertainment Software Association (ESA) shows the video game industry in Texas generates $4.15 billion in annual economic output, either through direct industry output ($1.8 billion) or via other participants in the video game ecosystem, such as suppliers and other supported output ($2.4 billion). That ranks the state third behind California and Washington in economic output.

Also, the video game industry accounts for about 25,000 jobs in Texas, either directly through industry jobs (about 9,800) or through supplier and other supported jobs (about 15,200)--ranking third behind California and Washington.

Overall, the U.S. video game industry's annual economic output is $90.3 billion, and accounts for nearly 429,000 jobs.

These are among several key findings from "Video Games in the 21st Century: The 2020 Economic Impact Report," a review of the industry and its wide-ranging impacts released today by the ESA https://www.theesa.com/. The report outlines ongoing advancements in technology and vast participation in gameplay that transcends all demographics (in fact, one in three citizens of the world play video games).

The report also lists the top 10 U.S. states ranked by total video game industry-related economic effect. Including Texas, they are:


                      STATE  Total Economic Output 
     
              Total Employment
                                                       (jobs, approx.)

    ---

        1.  California      
            $51.8 billion                          218,090

    ---

        2.  Washington      
            $11.6 billion                           48,808

    ---


       3.  Texas           
            $4.15 billion                           24,972

    ---


       4.  Florida          
            $2.7 billion                           16,270

    ---

        5.  New York        
            $2.07 billion                           11,062

    ---


       6.  Nevada           
            $1.9 billion                           10,394

    ---

        7.  Minnesota        
            $1.8 billion                            6,610

    ---


       8.  Idaho           
            $1.64 billion                            7,189

    ---

        9.  Illinois         
            $1.3 billion                            8,112

    ---

        10.  North Carolina 
            $1.25 billion                            7,497

    ---

For more details on this data, click here.

Video games are vital in numerous other aspects of American life. As detailed in the ESA's "2020 Essential Facts About the Video Game Industry," Americans across age, gender and other demographic measures find many positive benefits to video games. For instance:

    --  More than 214 million Americans play video games
    --  64% of U.S. adults and 70% percent of those under 18 regularly play
        video games
    --  The average age of a gamer is 35-44 years old

Further, the report outlines its impact in developing innovative, far-reaching technologies, such as virtual reality, advanced computing and machine learning.

"Video games are a source of much-needed entertainment, stress relief, escape and social interaction," ESA President and CEO Stanley Pierre-Louis said. "The statistics in this detailed report reinforce the significant impact video games have on the U.S. and state economies, including job creation and providing family-sustaining wages in a wide array of careers."

"Video Games in the 21st Century: The 2020 Economic Impact Report" was prepared for the ESA by TEConomy Partners, LLC, a global leader in research, analysis and strategy for innovation-driven economic development.

For more information about the ESA, visit www.theesa.com.

About the ESA

The ESA offers a wide range of services to interactive entertainment software companies, including conducting business and consumer research; providing legal and policy analysis and advocacy on First Amendment, intellectual property, and technology/e-commerce issues; managing a global content protection program; owning and operating E3; and representing video game industry interests in federal and state government relations. For more information, visit the ESA's website or follow the ESA on Twitter @theESA.

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SOURCE Entertainment Software Association