For many, the term “gaming” conjures up the image of a teenage boy sitting in a basement choosing to battle imaginary creatures on TV rather than get a good night’s sleep. Unfortunately, this stereotype undermines the robust and prolific nature of the gaming industry. In reality, gaming is far more widespread than that stereotype implies, with an estimated 2.5 billion people per year playing games worldwide (not just teenage boys). This paper explores the growing and evolving video games market, including how trends in time spent on gaming could affect the advertising market.