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Video gaming is the fastest-growing e-commerce vertical and is set to nearly triple in the U.S. by 2035
EBANX’s analysis of WDL data shows spending growth in the U.S. is coming from older and wealthier consumers, while emerging markets bring in younger, middle-class players who are buying games for the first time
CURITIBA, Brazil, Aug. 25, 2026 (GLOBE NEWSWIRE) — Americans will nearly triple what they spend on video gaming by 2035, going from USD 37.1 billion to USD 107.6 billion. That is a compound annual growth rate of 12.6%, the fastest of any e-commerce vertical in the country and well ahead of the next two, Social Media (9.4%) and Ride-Hailing and Delivery Apps (9%). Video gaming led the ranking worldwide as well, at 13.3% a year, from USD 206.1 billion to USD 633.8 billion over the same period.
The findings come from a new analysis by EBANX, a technology company connecting global businesses to emerging markets through payments, based on data from World Data Lab (WDL). The numbers land in the week of Gamescom, the world’s largest event for computer and video games, which opens in Cologne, Germany, on August 26.
In the United States, the expansion in spending on video gaming is driven by older consumers at the top of the income distribution. EBANX’s analysis of WDL data shows that adults aged 45 and over account for 54.2% of the projected increase, and that 90.6% of it belongs to the Rich and Upper Middle Class, those spending more than USD 90 a day. Europe, whose CAGR of 13.9% sits above the global average, shows a similar picture, with the same two groups at 55.6% and 62.9%, respectively.
“This concentration of growth in the wealthiest income bracket shows the American and European markets are expanding through consumers the industry has held on to for a long time. Renewal is a different job, and it is happening elsewhere, in emerging markets,” said Estelita Hass, Head of Market Intelligence at EBANX. WDL projects that more than 1 billion consumers in those countries will join the consumer class by 2036, against 28 million in developed economies.
That expansion of purchasing power reaches video gaming directly: emerging economies are 42 of the 50 fastest-growing markets. Among countries whose annual spend in the category will exceed USD 500 million by 2035, they take seven of the top ten positions by CAGR: Kenya (25.6%), Turkey (21.3%), Ukraine (20.6%), Ethiopia (20.3%), Pakistan (20.3%), Brazil (19.5%), and Saudi Arabia (18.4%). The only developed economies on the list are Taiwan (24.7%), Italy (19.7%) and Spain (18.5%).
“Rates like these come from arrival, from people making a first purchase, opening a first wallet, paying for something they could not afford previously,” explained Hass. “That is the moment a relationship begins and loyalty starts to be built, which is why meeting these players on their own terms, with the habits they already have, matters well beyond the first transaction.”
