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United States Video Game Market by Category (Mobile, Download, Online, Gaming Networks, Consoles, PC), Users, Age Group, Gender, Income, Company Analysis & Forecast

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    Report

  • 153 Pages
  • August 2020
  • Region: United States
  • Renub Research
  • ID: 5138273

The video gaming industry in the United States is one of the fastest-growing entertainment industries in the country. The United States has millions of gamers generating billions of dollars in profit and the publisher expects this trend to continue in future too. Whether it was playing at home, on a PC or console, or on the mobile device consumers of all age groups and classes found compelling content that delighted them in 2020. Video games are more than just a booming entertainment business; they are reshaping the way we interact with the world. According to the publisher, United States Video Game Market will be US$ 40.6 Billion by the year 2026.

A video game is an interactive game that plays like a personal computer, a games console, or a mobile phone on a digital device. The video games can be sub-categorized, depending on the platform, into computer games and console games. The United States has the most extensive presence of video games in the world as regards overall workers of the industry. Recently, the growth of social networks, smartphones, and tablets has introduced additional categories such as web and social gaming. Video games of today offer immersive visuals and simulate reality to the degree that is astonishing in many instances.

Among all the affluent leaders of the video game industry are the three major players i.e. Sony, Nintendo and Microsoft who have been in the market for decades and remained at the top positions. PlayStation 5 from Sony would be launching by 2020. The three gaming brands in the United States are among the most known by gamers, with Nintendo as the front runner.

This report titled “The United States Video Game Market & Forecast, by Category (Mobile Games, Download Games, Online Games, Gaming Networks, Consoles, PC Games), Users (Mobile Games, Download Games, Online Games, Gaming Networks, Consoles, PC Games), Age Group (18-24, 25-34, 35-44, 45-54, 55-64), Gender (Male, Female), Income (Low Income, Medium Income, High Income), Company (Sony, Microsoft, Nintendo, Activision Blizzard, Electronic Arts)” studies the video gaming market of United States. This report provides an all-encompassing analysis of the key growth drivers and restraining factors, demand, and their projections for the upcoming years.

By Category: The Mobile Games is Leading Category in the United States Video Game Market

1. Mobile Games
2. Download Games
3. Online Games
4. Gaming Network
5. Consoles
6. PC Games

By Users: the users are divided into 6 Segments

1. Mobile Games
2. Download Games
3. Online Games
4. Gaming Network
5. Consoles
6. PC Games

By Age Group: The report studies the market of the following Age Groups:


  • 18-24
  • 25-34
  • 35-44
  • 45-54
  • 55-64

By Gender: The report studies the market of both Genders


  • Male
  • Female

By Income - The report studies the market of the following Income segments:


  • Low Income
  • Medium Income
  • High Income

All the company analysis has been covered in the report from 3 viewpoints


  • Overview
  • Initiatives & Recent Developments
  • Revenue

Companies covered in this report


  • Sony
  • Microsoft
  • Nintendo
  • Activision Blizzard
  • Electronic Arts

Table of Contents


1. Introduction2. Research & Methodology3. Executive Summary
4. Market Dynamics
4.1 Growth Drivers
4.2 Challenges
5. The United States Video Game Market
6. Market & Users Share - United States Video Game Market
6.1 By Category
6.2 BY Users
6.3 By Age Group
6.4 By Gender
6.5 By Income
7. Category - United States Video Game Market
7.1 Mobile Games
7.2 Download Games
7.3 Online Games
7.4 Gaming Networks
7.5 Consoles
7.6 PC Games
8. Users - United States Video Games Users9. Age Group - United States Video Games Users10. Gender - United States Video Games Users11. Income - United States Video Games Users
12. Company Analysis
12.1 Sony
12.1.1 Overview
12.1.2 Initiatives & Recent Developments
12.1.3 Revenue
12.2 Microsoft
12.2.1 Overview
12.2.2 Initiatives & Recent Developments
12.2.3 Revenue
12.3 Nintendo
12.3.1 Overview
12.3.2 Initiatives & Recent Developments
12.3.3 Revenue
12.4 Activision Blizzard
12.4.1 Overview
12.4.2 Initiatives & Recent Developments
12.4.3 Revenue
12.5 Electronic Arts
12.5.1 Overview
12.5.2 Initiatives & Recent Developments
12.5.3 Revenue


List of Figures:
Figure-01: Mobile phone internet user penetration in the United States from 2017 to 2023
Figure-02: United States - Video Game Market (Million US$), 2017 - 2019
Figure-03: United States - Forecast for Video Game Market (Million US$), 2020 - 2026
Figure-04: United States - Video Game Market Share by Category (%), 2017 - 2019
Figure-05: United States - Forecast for Video Game Market Share by Category (%), 2020 - 2026
Figure-06: United States - Video Game Market Share by Users (%), 2017 - 2019
Figure-07: United States - Forecast for Video Game Market Share by Users (%), 2020 - 2026
Figure-08: United States - Video Game Market Share by Age Group (%), 2017 - 2019
Figure-09: United States - Forecast for Video Game Market Share by Age Group (%), 2020 - 2026
Figure-10: United States - Video Game Market Share by Gender (%), 2017 - 2019
Figure-11: United States - Forecast for Video Game Market Share by Gender (%), 2020 - 2026
Figure-12: United States - Video Game Market Share by Income (%), 2017 - 2019
Figure-13: United States - Forecast for Video Game Market Share by Income (%), 2020 - 2026
Figure-14: By Category - Mobile Games Market (Million US$), 2017 - 2019
Figure-15: By Category - Forecast for Mobile Games Market (Million US$), 2020 - 2026
Figure-16: Share of male gamers who purchase downloadable content from selected video games in the United States in 2019
Figure-17: By Category - Download Game Market (Million US$), 2017 - 2019
Figure-18: By Category - Forecast for Download Game Market (Million US$), 2020 - 2026
Figure-19: By Category - Online Game Market (Million US$), 2017 - 2019
Figure-20: By Category - Forecast for Online Game Market (Million US$), 2020 - 2026
Figure-21: By Category - Gaming Networks Market (Million US$), 2017 - 2019
Figure-22: By Category - Forecast for Gaming Network Market (Million US$), 2020 - 2026
Figure-23: By Category - Console Market (Million US$), 2017 - 2019
Figure-24: By Category - Forecast for Console Market (Million US$), 2020 - 2026
Figure-25: By Category - PC Games Market (Million US$), 2017 - 2019
Figure-26: By Category - Forecast for PC Games Market (Million US$), 2020 - 2026
Figure-27: By Users - Mobile Game Users (Million), 2017 - 2019
Figure-28: By Users - Forecast for Mobile Game Users (Million), 2020 - 2026
Figure-29: Frequency of paying to download games in the United States as of January 2018
Figure-30: By Users - Download Games User (Million), 2017 - 2019
Figure-31: By Users - Forecast for Download Game Users (Million), 2020 - 2026
Figure-32: By Users - Online Games Users (Million), 2017 - 2019
Figure-33: By Users - Forecast for Online Games Users (Million), 2020 - 2026
Figure-34: By Users - Gaming Network Users (Million), 2017 - 2019
Figure-35: By Users - Forecast for Gaming Network Users (Million), 2020 - 2026
Figure-36: By Users - Console Users (Million), 2017 - 2019
Figure-37: By Users - Forecast for Consoles Users (Million), 2020 - 2026
Figure-38: By Users - PC Games Users (Million), 2017 - 2019
Figure-39: By Users - Forecast for PC Games Users (Million), 2020 - 2026
Figure-40: Distribution of video gamers in the United States as of January 2018, by income
Figure-41: Global - Sony Revenue (Million US$), 2017 - 2019
Figure-42: Global - Forecast for Sony Revenue (Million US$), 2020 - 2026
Figure-43: Global - Microsoft Revenue (Million US$), 2017 - 2019
Figure-44: Global - Forecast for Microsoft Revenue (Million US$), 2020 - 2026
Figure-45: Global - Nintendo Revenue (Million US$), 2017 - 2019
Figure-46: Global - Forecast for Nintendo Revenue (Million US$), 2020 - 2026
Figure-47: Global - Activision Blizzard Revenue (Million US$), 2017 - 2019
Figure-48: Global - Forecast for Activision Blizzard Revenue (Million US$), 2020 - 2026
Figure-49: Global - Electronic Arts Revenue (Million US$), 2017 - 2019
Figure-50: Global - Forecast for Electronics Arts Revenue (Million US$), 2020 - 2026


List of Tables:
Table-01: By Age Group - United States Video Game Users (Million), 2017 - 2019
Table-02: By Age Group - Forecast for United States Video Game Users (Million), 2020 - 2026
Table-03: By Gender - United States Video Game Users (Million), 2017 - 2019
Table-04: By Gender - Forecast for United States Video Game Users (Million), 2020 - 2026
Table-05: By Income - United States Video Games Users (Million), 2017 - 2019
Table-06: By Income - Forecast for United States Video Games Users (Million), 2020 - 2026

Companies Mentioned

  • Sony
  • Microsoft
  • Nintendo
  • Activision Blizzard
  • Electronic Arts

Methodology

In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.

Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.

Primary Research

The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:

  • Validates and improves the data quality and strengthens research proceeds
  • Further develop the analyst team’s market understanding and expertise
  • Supplies authentic information about market size, share, growth, and forecast

The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:

  • Chief executives and VPs of leading corporations specific to the industry
  • Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
  • Key opinion leaders (KOLs)

Secondary Research

The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Patent and regulatory databases for understanding of technical & legal developments
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic new articles, webcasts, and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
 

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