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Home » Gaming

Gamers Statistics 2026: Players, Habits and Global Data

Published on: May 2026 • Last Updated: September 21, 2026
Robert A. Lee
Senior Editor • 465 Articles
Robert A. Lee is a journalist at SQ Magazine who unpacks the fast-moving worlds of gaming and internet trends. He tracks everything from maj...
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This report has been updated 2 times. Last updated on September 21, 2026

  • Sep 2026: Updated the global player base to Newzoo's 2026 forecast of 3.70 billion players and 1.65 billion paying players, replacing the previous year's figures.
  • Sep 2026: Replaced the US demographic section with the ESA's 2026 Essential Facts release, which counts 212.3 million weekly players and an average player age of 37.
  • Sep 2026: Added European player data from the Video Games Europe and EGDF 2025 Key Facts report published on 26 August 2026, covering 199 million players across 16 markets.
  • Sep 2026: Added a counting-methodology section comparing Newzoo, Statista Market Insights, the ESA and Video Games Europe, and a problem-gaming section grounded in a meta-analysis of 84 studies.
  • Sep 2026: Refreshed platform-level player counts with PlayStation monthly active users of 125 million, Roblox daily active users above 120 million, and live Steam concurrency.

Newzoo forecasts 3.70 billion people will play games globally in 2026, an increase of 4.4% year over year, yet only 1.65 billion of them are expected to spend money on games. That gap between playing and paying is the shape of the modern player population, and it is why two honest analysts can quote gamer numbers a billion apart without either being wrong.

The gamer statistics below cover the global count, the device split, and the regional and country-level breakdowns. They also set out age and gender mixes for the United States and Europe, weekly playtime measured against other media, live platform-level player counts, and the clinical prevalence of problem gaming. Every number traces to a primary, peer-reviewed, or clearly labelled trade source captured in September 2026.

Key Takeaways

  • Newzoo’s 2026 forecast puts the global player base at 3.70 billion, while paying players reach 1.65 billion, a spender conversion rate of 44.6%.
  • Mobile carries 83.9% of the global player base but generates 56.6% of total global games revenue.
  • The Entertainment Software Association counts 212.3 million Americans playing video games every week, up 3% (7.2 million) compared to 2025.
  • Europe’s player base is counted at 199 million players, 51% of the population aged 6-75, with an average age of 34, according to Video Games Europe.
  • Europeans spend 8.9 hours a week playing video games, compared with 23.22 hours a week watching TV.
  • Women are 46% of European game players and 48% of all smartphone and tablet players.
  • Newzoo expects global player growth to slow from 4.4% in 2026 to a 3.2% CAGR through 2029.

Editor’s Choice

  • Global games market: $213.9 billion in 2026, up 6.1% year on year.
  • Mobile players: 3.10 billion in 2026.
  • PC players: 977 million, up 3.5% year over year.
  • Console players: 651 million, up 3.0% year over year.
  • PlayStation monthly active users: Sony reported 125 million at the end of the quarter ended June 30, 2026.
  • Steam peak concurrent users: Valve’s counter recorded 37,248,348 across the most recent 48 hours on September 17, 2026.
  • Asia-Pacific players: 1.94 billion, the largest regional base.

How Many Gamers Are There in the World?

  • The global player base reaches 3.70 billion in 2026, with the base projected to reach approximately 4.07 billion by 2029, according to Newzoo’s Global Games Market Report 2026.
  • Paying players reach 1.65 billion, up 4.7% year over year, and average revenue per paying player lands at $129.6, up 1.4% year over year.
  • The market those players support is worth $213.9 billion in 2026, up 6.1% year on year.
  • Revenue is growing 1.7 percentage points faster than the player base this year.

The arithmetic matters more than either number alone. For most of the past decade, a games company could grow by standing still while the internet added players. That tailwind is thinning, and the gap between revenue growth and player growth is where the next five years get decided.

About This Data

Figures here are compiled from 13 sources captured on September 17, 2026: 9 industry, regulator-adjacent, or company-primary (Tier 1), 3 academic or research-institution (Tier 2), and 1 trade report of a primary forecast. Publication dates span May 2024 to September 2026. Selection favored primary publishers of the underlying data over aggregators, and figures are updated when those bodies publish new editions.

Metric2026 figureChange
Global players3.70 billion+4.4% year over year
Paying players1.65 billion+4.7% year over year
Spender conversion rate44.6%not stated
Average revenue per paying player$129.6+1.4% year over year
Global games revenue$213.9 billion+6.1% year on year
Projected players by 20294.07 billion3.2% CAGR

Source: Newzoo Global Games Market Report 2026

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Is gaming growing or declining?

Gaming is still growing, but more slowly than its revenue. Newzoo forecasts a 4.4% rise in players for 2026, with growth easing to a 3.2% compound annual rate through 2029 as penetration flattens, against a 6.1% rise in market value. The audience is expanding at the edges, not the center.

Gamers by Platform: Mobile, PC and Console

  • Mobile carries the bulk of that base, per Newzoo, at 3.10 billion players, or 83.9% of the global player base, which matches what the mobile games statistics breakdown shows about where casual play concentrates.
  • PC reaches 977 million players with a spender conversion rate of 55%, the highest among the three major platforms.
  • Console reaches 651 million players, up 3.0% year over year, and Newzoo points to Grand Theft Auto VI’s November launch as the next test of console spending.
  • Device totals overlap, because a single person counted on mobile can also be counted on PC or console. Generational device habits differ sharply, as the Gen Z platform preferences data sets out.
PLAYERS (MILLIONS) · Source: Newzoo Global Games Market Report 2026 PLAYERS (MILLIONS) · SQ MAGAZINE ANALYSIS Platform by Players (millions) Newzoo · 2026 3.2K 2.4K 1.6K 800 0 3,100 Mobile 977 PC 651 Console SOURCE Newzoo Global Games Market Report 2026

Why Gamers Statistics Disagree Between Sources

  • Newzoo’s player count of 3.70 billion counts anyone who plays, while Statista’s Market Insights forecasts user penetration of 28.47% in 2026, rising to 34.33% by 2031.
  • The same model runs narrower on population: Statista’s Market Insights projects 2.81 billion users by 2031; in the games market, it puts it at $560.55 billion in 2026.
  • The ESA’s American figure is a weekly-habit measure: 67% of Americans aged 5-90 play video games one or more hours per week.
  • Video Games Europe uses a population-share measure with an age ceiling: 51% of Europe’s population aged 6-75 plays video games.

Worth noting: The four measures answer four different questions. Newzoo counts anyone who plays, Statista’s Market Insights counts a modeled market user, the ESA counts play of one or more hours per week among Americans aged 5-90, and Video Games Europe counts Europeans aged 6-75. Quoting one number as “the” gamer population hides that choice.

SourceWhat it countsLatest figure
NewzooAnyone who plays, worldwide3.70 billion players (2026)
NewzooPeople who spend money on games1.65 billion payers (2026)
Statista Market InsightsModeled market users as a share of population28.47% penetration (2026)
Entertainment Software AssociationAmericans playing 1+ hours weekly, ages 5-90212.3 million (2026)
Video Games Europe and EGDFEuropeans aged 6-75 who play199 million, 51% of population (2025)

Source: Newzoo 2026; Statista Market Insights 2026; ESA 2026; Video Games Europe and EGDF 2025

What percent of people are gamers?

It depends on the yardstick. Video Games Europe puts 51% of Europeans aged 6-75 in the player column, and the ESA puts 67% of Americans aged 5-90 in a weekly-play column. Statista’s Market Insights, which models market users rather than counting anyone who plays, forecasts penetration of 28.47% in 2026.

Recent Developments

  • August 2026: On August 26, Video Games Europe and EGDF published the annual key facts report, expanding GameTrack collection from the five main markets to 16 countries.
  • August 2026: On August 13, Newzoo released the free edition of its Global Games Market Report 2026, a 33-page preview of the full subscription report.
  • August 2026: On August 6, Nintendo reported Nintendo Switch 2 hardware sales of 3.82 million units for the June quarter, down 34.4% against the launch-quarter comparison.
  • August 2026: On August 1, Sony reported PlayStation monthly active users of 125 million as of the end of the quarter ended June 30, 2026.
  • July 2026: On July 30, Roblox told shareholders it reached over 120 million daily active users in the quarter, with revenue up 36% year over year to $1.5 billion.
  • June 2026: On June 3, the ESA published its 2026 Essential Facts report, recording the average age of players rising to 37.

Gamers by Region and Country

  • Asia-Pacific holds 1.94 billion players and a forecast $100.7 billion in revenue, approximately 47% of global games revenue in 2026.
  • The Middle East and Africa is the fastest-growing region by player base, with 640 million players, up 7.9% year over year.
  • Two markets dominate spending: China and the US account for 52% of global consumer spending on games in 2026, with China at $58.1 billion and the US at $53.5 billion, a concentration that also shows up in the console market share data.
  • Germany is the largest market of those Video Games Europe reports at 37.7 million players, 54% of its population aged 6-75, ahead of France at 31.5 million players, 57% of the 6-75 population.
PLAYERS (MILLIONS) · Source: Video Games Europe and EGDF, All About Video Games 2025 PLAYERS (MILLIONS) · SQ MAGAZINE ANALYSIS Country by Players (millions) Video Games · 2025 Germany 37.7 France 31.5 Italy 14.2 Netherlands 9.9 Belgium 6.3 Austria 6.1 0 8 16 24 32 40 SOURCE Video Games Europe and EGDF, All About Video Games 2025

US Gamers by Generation

  • The ESA counts 212.3 million Americans playing video games every week, 67% of the population aged 5-90.
  • Play is near-universal at the young end: more than 80% of Gen Alpha (age 5-13) and Gen Z (age 14-29) play video games.
  • Older cohorts hold up better than the stereotype allows, with 71% of Millennials, 56% of Gen X, 50% of Boomers, and 32% of the Silent Generation playing weekly.
  • Mobile leads every age group in the US, since playing on a mobile device is the most popular across all age groups, and Gen Alpha (69%), Gen Z (78%), and Millennial (67%) players have purchased in-game content, typically spending $20 per month at the median.
  • Among adult players, the ESA reports 68% identify as White or Caucasian, 22% as Hispanic, and 15% as Black or African American.
PLAY WEEKLY (%) · Source: Entertainment Software Association, 2026 Essential Facts PLAY WEEKLY (%) · SQ MAGAZINE ANALYSIS Generation by Play weekly (%) Entertainment Software · 2026 80 60 40 20 0 71 Millennials (30-45) 56 Gen X (45-61) 50 Boomers (62-80) 32 Silent generation (81-90) SOURCE Entertainment Software Association, 2026 Essential Facts

European Gamers by Age Group

  • Adults dominate the European base: 77% of video game players are 18 years or older, up to 75 years old.
  • The single largest age band is the youngest one, at 17% of players aged 6-11, followed by 16% aged 12-17.
  • Three adult bands sit level with each other, with 13% of players each in the 18-24, 25-34, and 35-44 groups.
  • The oldest band is far from empty, at 6% of players aged 65-75.
SHARE OF PLAYERS (%) · Source: Video Games Europe and EGDF, All About Video Games 2025 SHARE OF PLAYERS (%) · SQ MAGAZINE ANALYSIS Age group by Share of players (%) Video Games · 2025 20 15 10 5 0 17 6-11 16 12-17 13 18-24 13 25-34 13 35-44 11 45-54 10 55-64 6 65-75 SOURCE Video Games Europe and EGDF, All About Video Games 2025

At what age do gamers peak?

Participation peaks in childhood and then spreads out. Video Games Europe’s 16-market panel puts 17% of European players in the 6-11 band and 16% in the 12-17 band, after which the 18-24, 25-34 and 35-44 groups each hold 13%. Play thins gradually rather than stopping at any age.

Women Gamers by Device and Region

  • Close to 90.5 million women play video games in Europe, 46% of European game players.
  • Device preference splits the gender picture: women are 48% of all smartphone and tablet players, 37% of all console players and 35% of all PC players.
  • The average European woman player is 35 years old and plays 7 hours a week.
  • The US split is nearly identical, with 53% of men and 46% of women actively playing, and one generation inverts it: 52% of Boomer women play games compared to 47% of men.

By the numbers: Video Games Europe counts close to 90.5 million women playing across 16 European markets, 46% of all players, with an average age of 35. Women are 48% of all smartphone and tablet players and 35% of all PC players, so the gender gap is really a hardware gap.

WOMEN’S SHARE OF PLAYERS (%) · Source: Video Games Europe and EGDF, All About Video Games 2025 WOMEN’S SHARE OF PLAYERS (%) · SQ MAGAZINE ANALYSIS Device by Women’s share of players (%) Video Games · 2025 50 37.5 25 12.5 0 48 Smartphone and tablet 37 Console 35 PC SOURCE Video Games Europe and EGDF, All About Video Games 2025

Are 48% of gamers girls?

Not quite, though the figure is close in one specific place. Women are 46% of European game players, and 46% of women in the US actively play. The 48% figure belongs to a single device category: women’s share of all smartphone and tablet players.

The Average Gamer Is Getting Older

  • The ESA reports the average age of US players rising to 37, while Video Games Europe puts the average European player at 34.
  • Adult players look like the general population, and slightly more settled: 39% are employed full-time and 35% have children, compared with 34% and 30% for the general US population.
  • Platforms built on young audiences are aging up. Roblox reported over-18 users at 27% of daily active users who have age-checked, and approximately one-third of age-checked daily active users in the US, which the Roblox player statistics page tracks in more detail.
  • That cohort is also the one growing: US over-18 daily active users and hours grew 32% and 27% year over year, led by 42% growth in daily active users for the 18-34 cohort, and US over-18 users monetize over 50% higher than under-18 users.
PopulationAverage age (years)Source year
US players372026
European women players352025
European players342025

Source: Entertainment Software Association 2026; Video Games Europe and EGDF 2025

How old is the average US gamer?

The average age of US players has risen to 37, according to the ESA’s 2026 Essential Facts report. Europe skews younger, at an average player age of 34, partly because its panel stops at age 75 while the ESA surveys up to age 90. Both averages have drifted upward as early players kept playing.

How Much Time Gamers Spend Playing

  • Europeans average 8.9 hours a week playing video games.
  • The same panel puts gaming third among screen activities, behind 16.20 hours a week on social media and 23.22 hours a week watching TV.
  • Women who play average 7 hours a week, close to two hours below the all-player figure.
  • Weekly gaming time is 38% of weekly TV time in the same measurement.

Playtime figures usually arrive without a baseline, which is how a single-digit weekly number gets reported as either trivial or alarming depending on the writer. Set against television, gaming is the smaller habit by a wide margin.

HOURS PER WEEK · Source: Video Games Europe and EGDF, All About Video Games 2025 HOURS PER WEEK · SQ MAGAZINE ANALYSIS Activity by Hours per week Video Games · 2025 24 18 12 6 0 23.22 Watching TV 16.20 Social media 8.9 Playing video games SOURCE Video Games Europe and EGDF, All About Video Games 2025

PlayStation, Nintendo and Steam Player Counts

  • Sony reported PlayStation monthly active users of 125 million at the end of the quarter ended June 30, 2026, against 123 million a year earlier, with the series peaking at 133 million in the December 2025 quarter.
  • Sony’s digital mix keeps climbing, with a full game software digital download ratio of 82% in the June 2026 quarter against 78% for the prior fiscal year.
  • Nintendo sold 3.82 million Nintendo Switch 2 units in the June 2026 quarter, 34.4% below the 5.82 million of the launch quarter a year earlier, while Switch 2 software rose 9.2% to 9.46 million units.
  • Valve’s live counter recorded 32,510,210 concurrent Steam users against a 48-hour peak of 37,248,348 on September 17, 2026; the Steam platform statistics page follows across the year.
  • Cloud and subscription play sits outside these counts entirely, which is why Xbox Cloud Gaming hours are tracked separately from console sell-in.
PLAYSTATION MONTHLY ACTIVE USERS · Source: Sony Group Q1 FY2026 supplemental information PLAYSTATION MONTHLY ACTIVE USERS · SQ MAGAZINE ANALYSIS Quarter by PlayStation monthly active users (millions) Sony Group 150 120 90 60 30 0 FY25 Q1: FY25 Q1 FY25 Q2: FY25 Q2 FY25 Q3: FY25 Q3 FY25 Q4: FY25 Q4 FY26 Q1: FY26 Q1 FY25 Q1 FY25 Q2 FY25 Q3 FY25 Q4 FY26 Q1 SOURCE Sony Group Q1 FY2026 supplemental information
CURRENT PLAYERS · Source: Valve, Steam stats page, September 2026 CURRENT PLAYERS · SQ MAGAZINE ANALYSIS Game by Current players Valve · 2026 Counter-Strike 2 1,079,846 Dota 2 796,570 PUBG: BATTLEGROUNDS 298,565 WARDOGS 293,809 Valheim 199,965 0 300K 600K 900K 1.2M 1.5M SOURCE Valve, Steam stats page, September 2026

Teen Gamers and Daily Play

  • Pew Research Center found 85% of US teens say they play video games, with 41% playing at least once a day.
  • Identity and activity are not the same thing: four-in-ten teens identify as a gamer out of the 85% who play.
  • Play is social first, with 72% of teens who play saying a reason is to spend time with others, and 47% saying they have made a friend online through gaming.
  • Skills track alongside the socializing, as over half of teens who play video games say it has helped their problem-solving skills. Competitive viewing habits at this age are covered in the esports statistics roundup.
MeasureShareBase
Play video games85%All US teens 13-17
Play at least once a day41%All US teens 13-17
Play to spend time with others72%Teens who play
Made a friend online through gaming47%Teens who play

Source: Pew Research Center, Teens and Video Games Today, May 2024

Problem Gaming Prevalence

  • A 2025 meta-analysis of adolescent gaming disorder found a pooled prevalence of 8.6% (95% CI: 6.9%-10.8%) across 84 studies totaling 641,763 individuals.
  • Country variation is wide, with China reporting the highest rate at 11.7% (95% CI: 8.6%-15.7%).
  • The authors flag how unsettled the estimate is: the prediction interval ranged from 1.0% to 48.1%, and heterogeneity across the included studies was high.
  • The trend line points up, as meta-regression analysis highlighted an increasing trend in the prevalence of gaming disorder over the years.

Key finding: Pooled across 84 studies and 641,763 individuals, adolescent gaming disorder prevalence sits at 8.6%, with a prediction interval running from 1.0% to 48.1%. The width of that interval is the finding: screening instruments and thresholds differ enough that the headline rate carries real uncertainty.

MeasureValue
Pooled adolescent prevalence8.6%
95% confidence interval6.9% to 10.8%
Highest country rate (China)11.7%
Prediction interval1.0% to 48.1%
Studies included84
Individuals covered641,763

Source: Burden of gaming disorder among adolescents, systematic review and meta-analysis, 2025

What Gamers Spend

  • Mobile generates $121.1 billion in 2026, up 6.8% year over year, or 56.6% of total global games revenue.
  • Console and PC land close together, at $46.9 billion for console, up 5.1%, and $45.9 billion for PC, up 5.3%.
  • Acquisition is getting harder even as spending rises: global mobile game downloads declined 25% year over year in H1 2026, while cost per install rose 30% to $0.56. Mobile in-app purchases now carry the revenue that installs once did.
  • US players report a median in-game spend of $20 per month, while subscription bundles pull separately, as the Game Pass subscribers numbers show.
REVENUE (USD BILLIONS) · Source: Newzoo Global Games Market Report 2026 REVENUE (USD BILLIONS) · SQ MAGAZINE ANALYSIS Platform by Revenue (USD billions) Newzoo · 2026 160 120 80 40 0 121.1 Mobile 46.9 Console 45.9 PC SOURCE Newzoo Global Games Market Report 2026

Conclusion

The world’s 3.70 billion players now include 1.65 billion who spend money on games. Revenue growth outpaces player growth by 1.7 percentage points this year. Adults supply the engagement gains, from 71% of US Millennials playing weekly to US over-18 daily active users on Roblox growing 32% year over year. Anyone sizing this audience should say which definition they are using.

For readers, the useful numbers are the ordinary ones: 8.9 hours a week of play in Europe, an average US player age of 37, and a near-even gender split that tilts toward women on phones and toward men on PC. Account security matters as the audience ages and spends, which is where the cybersecurity statistics database picks up the thread.

This article has been reviewed and fact-checked by Barry Elad. SQ Magazine follows strict Publishing Principles and a documented Fact-Check Policy to ensure accuracy, transparency, and editorial independence across all content. Our statistics are verified using a documented Research Process.

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References

  • Newzoo's Global Games Market Report 2026 (Free Edition)
  • Newzoo Global Games Market Report 2026 player and platform forecasts (trade coverage)
  • ESA 2026 Essential Facts press release, Two-Thirds of Americans Play Video Games Every Week
  • All About Video Games, European Key Facts 2025 report
  • Burden of gaming disorder among adolescents: a systematic review and meta-analysis
  • Sony Group Q1 FY2026 Consolidated Financial Results Supplemental Information
  • Nintendo Q1 FY2027 Financial Results Explanatory Material
  • Roblox Q2 2026 Earnings Shareholder Letter
  • Statista Market Insights, Games, Worldwide
Robert A. Lee

Robert A. Lee

Senior Editor


Robert A. Lee is a journalist at SQ Magazine who unpacks the fast-moving worlds of gaming and internet trends. He tracks everything from major game launches to the viral trends shaping how we connect, play, and share online. With a keen eye for the intersections of technology, entertainment, and community, Robert translates the noise of digital life into stories that spark curiosity and insight.

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Table of Contents

  • Key Takeaways
  • Editor’s Choice
  • How Many Gamers Are There in the World?
  • About This Data
  • Gamers by Platform: Mobile, PC and Console
  • Why Gamers Statistics Disagree Between Sources
  • Recent Developments
  • Gamers by Region and Country
  • US Gamers by Generation
  • European Gamers by Age Group
  • Women Gamers by Device and Region
  • The Average Gamer Is Getting Older
  • How Much Time Gamers Spend Playing
  • PlayStation, Nintendo and Steam Player Counts
  • Teen Gamers and Daily Play
  • Problem Gaming Prevalence
  • What Gamers Spend
  • Conclusion

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Amazon’s Strands Decider 2B Model Targets Faster AI Agents
Gemini 4 Argon Launch
Gemini 4 Argon Launched by Google With Cybersecurity Features
Meta Dispute Muse Private Message Read Claim
Meta Disputes Claim Muse AI Read Private Messages
Openai Dots Gpt 6 1 Sol Launched
OpenAI Launches Dots Agents and GPT-6.1 Sol at DevDay 2026
Cybersecurity
Ricardo Data Breach Exposed And Fixed
Ricardo Fixes Critical Flaw After 890,000 Accounts Exposed
Vmware Virtual Machine Flaw Poc Exposed
VMware Security Alert: Critical VM Escape Flaw Exposed
Tensorlake Npm Attack Exposed
Tensorlake npm Package Hit by Dangerous Malware Worm
Asos Data Breach Confirmed By Company
ASOS Hack Warning: Customers Urged to Watch for Phishing
Libreoffice Java Malicious Spreadsheets Flaw Patch
LibreOffice Fixes Silent RCE Vulnerability, OpenOffice Still Exposed
Gmo And Mrmax Data Breach
GMO Research & AI Breach Hits 948,500 infoQ Members
Technology
Amazon Tablet With Android Launched
Amazon Debuts Ultra-Thin Alexa Tablet 12 Pro at $499
Apple Autumn Launch Surprise
Apple Eyes Surprise Late-October Launch for New Macs
Microsoft Windows Deployment Service Deprecation
Microsoft Will Deprecate Windows Deployment Services After Server 2025
Youtube Custom Feeds With Gemini Ai
YouTube’s AI Feed Builder Changes Video Discovery
Iphone 18 Pro Face Id Bug Reboot Crash
New iPhone 18 Pro Bug Makes Face ID Crash and Reboot
Googlebook With Gemini Ai Launched
Googlebook’s Bold Laptop Launch Starts at $899 in the US
Internet
Microsoft 365 Family Sharing Storage Cuts
Microsoft 365 Family Faces Massive OneDrive Storage Cut
Meta Launched Meta One Subscription
Meta One Bundles Instagram, Facebook, WhatsApp Into One AI Subscription
Apple Wallet Ids Launch In Oklahoma
Apple Wallet IDs Launch in Oklahoma in Major Expansion
Meta to Pay 18 Billion in Landmark Teen Safety Deal
Meta to Pay $18 Billion in Landmark Teen Safety Deal
Whatsapp Brings Passkeys 2fa
WhatsApp Hits 1 Billion Passkey Users, Adds 2FA Passwords
Apple Eu App Store Fee Reduction
Apple Sets New EU App Store Fees, Effective October 1
Cryptocurrency
Sonic Labs Launch Ussd Stablecoin
Sonic Launches USSD Stablecoin Backed by US Treasuries
Bhutan Moves 12m In Bitcoins
Bhutan Moves $12 Million in Bitcoin from Primary Wallets
Curve Finance Accuses Pancakeswap For Code Stealing
Curve Accuses PancakeSwap of Copying StableSwap Code
Strike Receives Bitlicense In New York
Strike Gets New York BitLicense for Bitcoin Financial Services
Scotiabank Multi Crypto Etf 3iqlogos
Scotiabank Launches Multi Crypto ETF With 3iQ in Canada
Nyse Parent Invests In Okx Crypto Exchange
ICE Invests in OKX to Bridge Crypto and Traditional Finance
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