The video game industry: Why we’re doing better than ever, with Steve DeMuro

The video games industry is experiencing a remarkable revival, as the game industry’s popularity continues to surge.

A new survey by a gaming research firm shows the industry is the second most popular among young adults in the United States, after video games.

A quarter of all Americans aged 18 to 34 play video games at least once a week.

And a third of all adults have played at least one game at least some of the time.

In the latest survey from the Media Technology & Games industry association, the industry recorded sales of $10.6 billion in 2016.

The number of games played by the average American doubled in the past five years to about 7.6 million.

The video-game industry is also growing at a faster rate than the rest of the U.S. economy, which is now growing at an annual rate of 4.6%.

The industry is a $100 billion-a-year industry that generates about one-fifth of the country’s gross domestic product.

This growth in the industry, however, is not without its challenges.

Gaming is a medium that can be viewed and played on multiple devices, including PCs, smartphones and tablets.

The medium is a unique market, and the players that are involved with the industry are also unique, said Roberta Williams, senior vice president of the National Association of Video Game Industry Officials, which represents the industry’s membership.

The industry, she said, is growing rapidly, but it has its own challenges.

“Video games are one of the most-popular genres of entertainment in the world, and there’s no question that people want to play them,” she said.

“We’ve seen a lot of change in how people have access to games over the last few years, but the industry continues to be an outlier.”

The latest survey found that more than 70 percent of adults have at least played one game in the last 30 days.

The median age of a gamer was 44.3 years old, with the average age being 35.5.

But the average amount of gaming played per week by people aged 18-34 was 6.4.

The survey also found that the average person plays at least two games a week on average, with 43 percent of the people who play games in their homes.

Video games have become a popular media platform for young adults, said James T. Harkness, senior fellow at the Center for Economic and Policy Research.

It allows them to express their opinions and engage in social media and digital media, which are all areas of growth for the video game sector.

“They’ve been able to leverage social media, particularly on mobile, to engage with their audience,” Harkess said.

Video game companies have taken advantage of this new platform, releasing games for young people.

“The game industry is growing,” Williams said.

However, many of these new games are not accessible to people of color, with a black market in some video games in particular.

Video Games Are Growing: The Gaming Industry Is Growing, but It Has Its Own Challenges article The number and growth of game players is not unique to the video-gaming industry.

The same survey found more than 80 percent of all video-gamers are male.

Black people accounted for nearly half of the population, and they accounted for roughly one-quarter of all gamers.

In 2016, black Americans were the fastest-growing demographic in the video games market, according to the survey.

The study also found a sharp increase in the percentage of video-age adults between the ages of 18 and 34 in the U!

S., which is higher than the percentage in Europe, Japan, South Korea, Australia and New Zealand.

Video-age people are also more likely to be older, with more than half of video game players between the age of 40 and 64 having a bachelor’s degree or higher.

More than two-thirds of people in the age group between 40 and 49 are white, with Hispanics and Asians also being more likely than whites to have a bachelor degree or more.

The gaming industry is not the only industry that has been experiencing growth in terms of players and revenue.

Sales of television shows, movies and music have been on the rise.

However the games industry has a long way to go to match its growth rate.

Williams said that while the video industry has seen significant growth, its growth can be measured by a much smaller number of dollars spent on the games they produce.

Video Game Revenue Hasn’t Bequeathed To Players A Big Break Down: Williams said the gaming industry needs to create a more equitable and equitable distribution of revenue.

Video gamers need to take ownership of the products they make.

“It’s not just about the dollars, but we need to be aware of what the value is,” Williams explained.

“How much is this really going to bring in the long-term for the industry?

How much is it going to help grow the industry?”

Williams also said that video game companies need to recognize that there is a

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