The number of U.S. video game players has increased 11.4 percent to 76.2 million, up from 67.5 million a year ago, according to a random survey of 1,500 households conducted by Ziff Davis Media. "We're seeing a broadening of the gamer base as gaming goes more mainstream, and simultaneously a heightening of intensity among core gamers," said John Davison, vice president and editorial director of Ziff Davis Media Game Group. The study also found that 24 percent of gamers reduced their TV watching over the last year, watching on average 16 hours per week compared with 18 hours per week in 2004. Console games are increasing their gains over PC games, after topping PC games in popularity for the first time in 2004. Currently, 62.6 million households play console games and 56.6 million play PC games, versus 54.5 million and 52.3 million, respectively, in 2004. In the mobile gaming sector, the survey found that 86 percent of gamers own a cell phone, up from 70 percent a year ago, and that 48 percent play games on their phones.
Few technology sectors sit as close to the center of gravity in today's artificial intelligence (AI) economy as semiconductor manufacturing. Every AI chip that trains a frontier model, every GPU that powers a data center inference workload, and every power management IC that keeps hyperscaler facilities running traces its origins back to the global Foundry ecosystem. IDC's latest market study throws that reality into sharp relief, projecting that the broadly defined Foundry 2.0 market will surpass $360 billion in 2026, a 17 percent year-over-year gain that would have seemed optimistic even two years ago. For anyone advising boards or investment committees on technology and AI infrastructure strategy, this growth trajectory demands careful consideration. Foundry 2.0 Market Development The umbrella term covers four distinct verticals: pure-play foundry, non-memory integrated device manufacturer (IDM) production, outsourced semiconductor assembly and test (OSAT), and photomask fab...