Here is one indicator. This massive display advertisement, on the side of a building on Wilshire Blvd isn't for an upcoming movie, it's for a video game release, Resistance 2.
The gaming industry, already bigger that the music industry may even be bigger than the motion picture industry. Here are some video game industry stats from The Entertainment Software Association
The U.S. computer and video game software sales grew four percent in 2004 to $7.3 billion -- a more than doubling of industry software sales since 1996.
Seventy-five percent of American heads of households play computer and video games.
In 2004, more than 248 million computer and video games were sold, almost two games for every household in America.
The average game player is 30 years old and has been playing games for 9.5 years.
The average game buyer is 37 years old. In 2005, 95 percent of computer game buyers and 84 percent of console game buyers were over the age of 18.
Eighty-three percent of all games sold in 2004 were rated "E" for Everyone or "T" for Teen.
Forty-three percent of all game players are women. In fact, women over the age of 1 represent a greater portion of the game-playing population (28 percent) than boys from ages 6 to 17 (21 percent).
In 2004, 19 percent of Americans over the age of 50 played video games, an increase from nine percent in 1999.
Forty-two percent of game players say they play games online one or more hours per week. In addition, 34 percent of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 percent in 2002.
From TED. David Perry on the history of video games.
From The New Yorker Conference: Jane McGonigal: Saving the World Through Game Design. A talk on ARGs (Alternate Reality Gaming).