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Video Game Market in US 2023-2027

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    Report

  • 132 Pages
  • August 2023
  • Region: United States
  • TechNavio
  • ID: 5241129
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The video game market in US is forecasted to grow by USD 22.99 bn during 2022-2027, accelerating at a CAGR of 11.13% during the forecast period. The report on the video game market in US provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by rising penetration of smartphones and improving internet access, evolution of PC and console gaming industry, and increasing popularity of esports tournaments.

The video game market in US is segmented as below:

By Platform

  • Mobile devices
  • Consoles
  • Computing devices

By Type

  • Offline
  • Online
This study identifies the increasing popularity of gaming among women as one of the prime reasons driving the video game market in US growth during the next few years. Also, prominence of GaaS and increasing adoption of cross-platform play will lead to sizable demand in the market.

The report on the video game market covers in US the following areas:

  • Video game market sizing in US
  • Video game market forecast in US
  • Video game market industry analysis in US
The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading video game market in US vendors that include Activision Blizzard Inc., Apple Inc., CyberAgent Inc., Electronic Arts Inc., Epic Games Inc., Microsoft Corp., NetEase Inc., NEXON Co Ltd., Nintendo Co. Ltd., Roblox Corp., Sega Sammy Holdings Inc., Sony Group Corp., Square Enix Holdings Co. Ltd., Take Two Interactive Software Inc., The Walt Disney Co., Ubisoft Entertainment SA, Valve Corp., Warner Bros Discovery Inc., Bandai Namco Holdings Inc., and Embracer Group AB. Also, the video game market in US analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.

Table of Contents

1 Executive Summary
1.1 Market overview
Exhibit 01: Executive Summary - Chart on Market Overview
Exhibit 02: Executive Summary - Data Table on Market Overview
Exhibit 03: Executive Summary - Chart on Country Market Characteristics
Exhibit 04: Executive Summary - Chart on Market Segmentation by Platform
Exhibit 05: Executive Summary - Chart on Market Segmentation by Type
Exhibit 06: Executive Summary - Chart on Vendor Market Positioning
2 Market Landscape
2.1 Market ecosystem
Exhibit 07: Parent market
Exhibit 08: Market Characteristics
3 Market Sizing
3.1 Market definition
Exhibit 09: Offerings of vendors included in the market definition
3.2 Market segment analysis
Exhibit 10: Market segments
3.3 Market size 2022
3.4 Market outlook: Forecast for 2022-2027
Exhibit 11: Chart on US - Market size and forecast 2022-2027 ($ billion)
Exhibit 12: Data Table on US - Market size and forecast 2022-2027 ($ billion)
Exhibit 13: Chart on US: Year-over-year growth 2022-2027 (%)
Exhibit 14: Data Table on US: Year-over-year growth 2022-2027 (%)
4 Historic Market Size
4.1 Video game market in US 2017 - 2021
Exhibit 15: Historic Market Size - Data Table on video game market in US 2017 - 2021 ($ billion)
4.2 Platform Segment Analysis 2017 - 2021
Exhibit 16: Historic Market Size - Platform Segment 2017 - 2021 ($ billion)
4.3 Type Segment Analysis 2017 - 2021
Exhibit 17: Historic Market Size - Type Segment 2017 - 2021 ($ billion)
5 Five Forces Analysis
5.1 Five forces summary
Exhibit 18: Five forces analysis - Comparison between 2022 and 2027
5.2 Bargaining power of buyers
Exhibit 19: Chart on Bargaining power of buyers - Impact of key factors 2022 and 2027
5.3 Bargaining power of suppliers
Exhibit 20: Bargaining power of suppliers - Impact of key factors in 2022 and 2027
5.4 Threat of new entrants
Exhibit 21: Threat of new entrants - Impact of key factors in 2022 and 2027
5.5 Threat of substitutes
Exhibit 22: Threat of substitutes - Impact of key factors in 2022 and 2027
5.6 Threat of rivalry
Exhibit 23: Threat of rivalry - Impact of key factors in 2022 and 2027
5.7 Market condition
Exhibit 24: Chart on Market condition - Five forces 2022 and 2027
6 Market Segmentation by Platform
6.1 Market segments
Exhibit 25: Chart on Platform - Market share 2022-2027 (%)
Exhibit 26: Data Table on Platform - Market share 2022-2027 (%)
6.2 Comparison by Platform
Exhibit 27: Chart on Comparison by Platform
Exhibit 28: Data Table on Comparison by Platform
6.3 Mobile devices - Market size and forecast 2022-2027
Exhibit 29: Chart on Mobile devices - Market size and forecast 2022-2027 ($ billion)
Exhibit 30: Data Table on Mobile devices - Market size and forecast 2022-2027 ($ billion)
Exhibit 31: Chart on Mobile devices - Year-over-year growth 2022-2027 (%)
Exhibit 32: Data Table on Mobile devices - Year-over-year growth 2022-2027 (%)
6.4 Consoles - Market size and forecast 2022-2027
Exhibit 33: Chart on Consoles - Market size and forecast 2022-2027 ($ billion)
Exhibit 34: Data Table on Consoles - Market size and forecast 2022-2027 ($ billion)
Exhibit 35: Chart on Consoles - Year-over-year growth 2022-2027 (%)
Exhibit 36: Data Table on Consoles - Year-over-year growth 2022-2027 (%)
6.5 Computing devices - Market size and forecast 2022-2027
Exhibit 37: Chart on Computing devices - Market size and forecast 2022-2027 ($ billion)
Exhibit 38: Data Table on Computing devices - Market size and forecast 2022-2027 ($ billion)
Exhibit 39: Chart on Computing devices - Year-over-year growth 2022-2027 (%)
Exhibit 40: Data Table on Computing devices - Year-over-year growth 2022-2027 (%)
6.6 Market opportunity by Platform
Exhibit 41: Market opportunity by Platform ($ billion)
Exhibit 42: Data Table on Market opportunity by Platform ($ billion)
7 Market Segmentation by Type
7.1 Market segments
Exhibit 43: Chart on Type - Market share 2022-2027 (%)
Exhibit 44: Data Table on Type - Market share 2022-2027 (%)
7.2 Comparison by Type
Exhibit 45: Chart on Comparison by Type
Exhibit 46: Data Table on Comparison by Type
7.3 Offline - Market size and forecast 2022-2027
Exhibit 47: Chart on Offline - Market size and forecast 2022-2027 ($ billion)
Exhibit 48: Data Table on Offline - Market size and forecast 2022-2027 ($ billion)
Exhibit 49: Chart on Offline - Year-over-year growth 2022-2027 (%)
Exhibit 50: Data Table on Offline - Year-over-year growth 2022-2027 (%)
7.4 Online - Market size and forecast 2022-2027
Exhibit 51: Chart on Online - Market size and forecast 2022-2027 ($ billion)
Exhibit 52: Data Table on Online - Market size and forecast 2022-2027 ($ billion)
Exhibit 53: Chart on Online - Year-over-year growth 2022-2027 (%)
Exhibit 54: Data Table on Online - Year-over-year growth 2022-2027 (%)
7.5 Market opportunity by Type
Exhibit 55: Market opportunity by Type ($ billion)
Exhibit 56: Data Table on Market opportunity by Type ($ billion)
8 Customer Landscape
8.1 Customer landscape overview
Exhibit 57: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
9 Drivers, Challenges, and Trends
9.1 Market drivers
9.2 Market challenges
9.3 Impact of drivers and challenges
Exhibit 58: Impact of drivers and challenges in 2022 and 2027
9.4 Market trends
10 Vendor Landscape
10.1 Overview
10.2 Vendor landscape
Exhibit 59: Overview on Criticality of inputs and Factors of differentiation
10.3 Landscape disruption
Exhibit 60: Overview on factors of disruption
10.4 Industry risks
Exhibit 61: Impact of key risks on business
11 Vendor Analysis
11.1 Vendors covered
Exhibit 62: Vendors covered
11.2 Market positioning of vendors
Exhibit 63: Matrix on vendor position and classification
11.3 Activision Blizzard Inc.
Exhibit 64: Activision Blizzard Inc. - Overview
Exhibit 65: Activision Blizzard Inc. - Business segments
Exhibit 66: Activision Blizzard Inc. - Key news
Exhibit 67: Activision Blizzard Inc. - Key offerings
Exhibit 68: Activision Blizzard Inc. - Segment focus
11.4 Apple Inc.
Exhibit 69: Apple Inc. - Overview
Exhibit 70: Apple Inc. - Business segments
Exhibit 71: Apple Inc. - Key news
Exhibit 72: Apple Inc. - Key offerings
Exhibit 73: Apple Inc. - Segment focus
11.5 Bandai Namco Holdings Inc.
Exhibit 74: Bandai Namco Holdings Inc. - Overview
Exhibit 75: Bandai Namco Holdings Inc. - Business segments
Exhibit 76: Bandai Namco Holdings Inc. - Key offerings
Exhibit 77: Bandai Namco Holdings Inc. - Segment focus
11.6 Electronic Arts Inc.
Exhibit 78: Electronic Arts Inc. - Overview
Exhibit 79: Electronic Arts Inc. - Product/Service
Exhibit 80: Electronic Arts Inc. - Key offerings
11.7 Epic Games Inc.
Exhibit 81: Epic Games Inc. - Overview
Exhibit 82: Epic Games Inc. - Product/Service
Exhibit 83: Epic Games Inc. - Key offerings
11.8 Microsoft Corp.
Exhibit 84: Microsoft Corp. - Overview
Exhibit 85: Microsoft Corp. - Business segments
Exhibit 86: Microsoft Corp. - Key news
Exhibit 87: Microsoft Corp. - Key offerings
Exhibit 88: Microsoft Corp. - Segment focus
11.9 NetEase Inc.
Exhibit 89: NetEase Inc. - Overview
Exhibit 90: NetEase Inc. - Business segments
Exhibit 91: NetEase Inc. - Key offerings
Exhibit 92: NetEase Inc. - Segment focus
11.10 Nintendo Co. Ltd.
Exhibit 93: Nintendo Co. Ltd. - Overview
Exhibit 94: Nintendo Co. Ltd. - Product/Service
Exhibit 95: Nintendo Co. Ltd. - Key offerings
11.11 Roblox Corp.
Exhibit 96: Roblox Corp. - Overview
Exhibit 97: Roblox Corp. - Product/Service
Exhibit 98: Roblox Corp. - Key offerings
11.12 Sony Group Corp.
Exhibit 99: Sony Group Corp. - Overview
Exhibit 100: Sony Group Corp. - Business segments
Exhibit 101: Sony Group Corp. - Key news
Exhibit 102: Sony Group Corp. - Key offerings
Exhibit 103: Sony Group Corp. - Segment focus
11.13 Take Two Interactive Software Inc.
Exhibit 104: Take Two Interactive Software Inc. - Overview
Exhibit 105: Take Two Interactive Software Inc. - Product/Service
Exhibit 106: Take Two Interactive Software Inc. - Key offerings
11.14 The Walt Disney Co.
Exhibit 107: The Walt Disney Co. - Overview
Exhibit 108: The Walt Disney Co. - Business segments
Exhibit 109: The Walt Disney Co. - Key offerings
Exhibit 110: The Walt Disney Co. - Segment focus
11.15 Ubisoft Entertainment SA
Exhibit 111: Ubisoft Entertainment SA - Overview
Exhibit 112: Ubisoft Entertainment SA - Business segments
Exhibit 113: Ubisoft Entertainment SA - Key news
Exhibit 114: Ubisoft Entertainment SA - Key offerings
Exhibit 115: Ubisoft Entertainment SA - Segment focus
11.16 Valve Corp.
Exhibit 116: Valve Corp. - Overview
Exhibit 117: Valve Corp. - Product/Service
Exhibit 118: Valve Corp. - Key offerings
11.17 Warner Bros Discovery Inc.
Exhibit 119: Warner Bros Discovery Inc. - Overview
Exhibit 120: Warner Bros Discovery Inc. - Business segments
Exhibit 121: Warner Bros Discovery Inc. - Key offerings
Exhibit 122: Warner Bros Discovery Inc. - Segment focus
12 Appendix
12.1 Scope of the report
12.2 Inclusions and exclusions checklist
Exhibit 123: Inclusions checklist
Exhibit 124: Exclusions checklist
12.3 Currency conversion rates for US$
Exhibit 125: Currency conversion rates for US$
12.4 Research methodology
Exhibit 126: Research methodology
Exhibit 127: Validation techniques employed for market sizing
Exhibit 128: Information sources
12.5 List of abbreviations
Exhibit 129: List of abbreviations
List of Exhibits
Exhibits 1: Executive Summary - Chart on Market Overview
Exhibits 2: Executive Summary - Data Table on Market Overview
Exhibits 3: Executive Summary - Chart on Country Market Characteristics
Exhibits 4: Executive Summary - Chart on Market Segmentation by Platform
Exhibits 5: Executive Summary - Chart on Market Segmentation by Type
Exhibits 6: Executive Summary - Chart on Vendor Market Positioning
Exhibits 7: Parent market
Exhibits 8: Market Characteristics
Exhibits 9: Offerings of vendors included in the market definition
Exhibits 10: Market segments
Exhibits 11: Chart on US - Market size and forecast 2022-2027 ($ billion)
Exhibits 12: Data Table on US - Market size and forecast 2022-2027 ($ billion)
Exhibits 13: Chart on US: Year-over-year growth 2022-2027 (%)
Exhibits 14: Data Table on US: Year-over-year growth 2022-2027 (%)
Exhibits 15: Historic Market Size - Data Table on video game market in US 2017 - 2021 ($ billion)
Exhibits 16: Historic Market Size - Platform Segment 2017 - 2021 ($ billion)
Exhibits 17: Historic Market Size - Type Segment 2017 - 2021 ($ billion)
Exhibits 18: Five forces analysis - Comparison between 2022 and 2027
Exhibits 19: Chart on Bargaining power of buyers - Impact of key factors 2022 and 2027
Exhibits 20: Bargaining power of suppliers - Impact of key factors in 2022 and 2027
Exhibits 21: Threat of new entrants - Impact of key factors in 2022 and 2027
Exhibits 22: Threat of substitutes - Impact of key factors in 2022 and 2027
Exhibits 23: Threat of rivalry - Impact of key factors in 2022 and 2027
Exhibits 24: Chart on Market condition - Five forces 2022 and 2027
Exhibits 25: Chart on Platform - Market share 2022-2027 (%)
Exhibits 26: Data Table on Platform - Market share 2022-2027 (%)
Exhibits 27: Chart on Comparison by Platform
Exhibits 28: Data Table on Comparison by Platform
Exhibits 29: Chart on Mobile devices - Market size and forecast 2022-2027 ($ billion)
Exhibits 30: Data Table on Mobile devices - Market size and forecast 2022-2027 ($ billion)
Exhibits 31: Chart on Mobile devices - Year-over-year growth 2022-2027 (%)
Exhibits 32: Data Table on Mobile devices - Year-over-year growth 2022-2027 (%)
Exhibits 33: Chart on Consoles - Market size and forecast 2022-2027 ($ billion)
Exhibits 34: Data Table on Consoles - Market size and forecast 2022-2027 ($ billion)
Exhibits 35: Chart on Consoles - Year-over-year growth 2022-2027 (%)
Exhibits 36: Data Table on Consoles - Year-over-year growth 2022-2027 (%)
Exhibits 37: Chart on Computing devices - Market size and forecast 2022-2027 ($ billion)
Exhibits 38: Data Table on Computing devices - Market size and forecast 2022-2027 ($ billion)
Exhibits 39: Chart on Computing devices - Year-over-year growth 2022-2027 (%)
Exhibits 40: Data Table on Computing devices - Year-over-year growth 2022-2027 (%)
Exhibits 41: Market opportunity by Platform ($ billion)
Exhibits 42: Data Table on Market opportunity by Platform ($ billion)
Exhibits 43: Chart on Type - Market share 2022-2027 (%)
Exhibits 44: Data Table on Type - Market share 2022-2027 (%)
Exhibits 45: Chart on Comparison by Type
Exhibits 46: Data Table on Comparison by Type
Exhibits 47: Chart on Offline - Market size and forecast 2022-2027 ($ billion)
Exhibits 48: Data Table on Offline - Market size and forecast 2022-2027 ($ billion)
Exhibits 49: Chart on Offline - Year-over-year growth 2022-2027 (%)
Exhibits 50: Data Table on Offline - Year-over-year growth 2022-2027 (%)
Exhibits 51: Chart on Online - Market size and forecast 2022-2027 ($ billion)
Exhibits 52: Data Table on Online - Market size and forecast 2022-2027 ($ billion)
Exhibits 53: Chart on Online - Year-over-year growth 2022-2027 (%)
Exhibits 54: Data Table on Online - Year-over-year growth 2022-2027 (%)
Exhibits 55: Market opportunity by Type ($ billion)
Exhibits 56: Data Table on Market opportunity by Type ($ billion)
Exhibits 57: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Exhibits 58: Impact of drivers and challenges in 2022 and 2027
Exhibits 59: Overview on Criticality of inputs and Factors of differentiation
Exhibits 60: Overview on factors of disruption
Exhibits 61: Impact of key risks on business
Exhibits 62: Vendors covered
Exhibits 63: Matrix on vendor position and classification
Exhibits 64: Activision Blizzard Inc. - Overview
Exhibits 65: Activision Blizzard Inc. - Business segments
Exhibits 66: Activision Blizzard Inc. - Key news
Exhibits 67: Activision Blizzard Inc. - Key offerings
Exhibits 68: Activision Blizzard Inc. - Segment focus
Exhibits 69: Apple Inc. - Overview
Exhibits 70: Apple Inc. - Business segments
Exhibits 71: Apple Inc. - Key news
Exhibits 72: Apple Inc. - Key offerings
Exhibits 73: Apple Inc. - Segment focus
Exhibits 74: Bandai Namco Holdings Inc. - Overview
Exhibits 75: Bandai Namco Holdings Inc. - Business segments
Exhibits 76: Bandai Namco Holdings Inc. - Key offerings
Exhibits 77: Bandai Namco Holdings Inc. - Segment focus
Exhibits 78: Electronic Arts Inc. - Overview
Exhibits 79: Electronic Arts Inc. - Product/Service
Exhibits 80: Electronic Arts Inc. - Key offerings
Exhibits 81: Epic Games Inc. - Overview
Exhibits 82: Epic Games Inc. - Product/Service
Exhibits 83: Epic Games Inc. - Key offerings
Exhibits 84: Microsoft Corp. - Overview
Exhibits 85: Microsoft Corp. - Business segments
Exhibits 86: Microsoft Corp. - Key news
Exhibits 87: Microsoft Corp. - Key offerings
Exhibits 88: Microsoft Corp. - Segment focus
Exhibits 89: NetEase Inc. - Overview
Exhibits 90: NetEase Inc. - Business segments
Exhibits 91: NetEase Inc. - Key offerings
Exhibits 92: NetEase Inc. - Segment focus
Exhibits 93: Nintendo Co. Ltd. - Overview
Exhibits 94: Nintendo Co. Ltd. - Product/Service
Exhibits 95: Nintendo Co. Ltd. - Key offerings
Exhibits 96: Roblox Corp. - Overview
Exhibits 97: Roblox Corp. - Product/Service
Exhibits 98: Roblox Corp. - Key offerings
Exhibits 99: Sony Group Corp. - Overview
Exhibits 100: Sony Group Corp. - Business segments
Exhibits 101: Sony Group Corp. - Key news
Exhibits 102: Sony Group Corp. - Key offerings
Exhibits 103: Sony Group Corp. - Segment focus
Exhibits 104: Take Two Interactive Software Inc. - Overview
Exhibits 105: Take Two Interactive Software Inc. - Product/Service
Exhibits 106: Take Two Interactive Software Inc. - Key offerings
Exhibits 107: The Walt Disney Co. - Overview
Exhibits 108: The Walt Disney Co. - Business segments
Exhibits 109: The Walt Disney Co. - Key offerings
Exhibits 110: The Walt Disney Co. - Segment focus
Exhibits 111: Ubisoft Entertainment SA - Overview
Exhibits 112: Ubisoft Entertainment SA - Business segments
Exhibits 113: Ubisoft Entertainment SA - Key news
Exhibits 114: Ubisoft Entertainment SA - Key offerings
Exhibits 115: Ubisoft Entertainment SA - Segment focus
Exhibits 116: Valve Corp. - Overview
Exhibits 117: Valve Corp. - Product/Service
Exhibits 118: Valve Corp. - Key offerings
Exhibits 119: Warner Bros Discovery Inc. - Overview
Exhibits 120: Warner Bros Discovery Inc. - Business segments
Exhibits 121: Warner Bros Discovery Inc. - Key offerings
Exhibits 122: Warner Bros Discovery Inc. - Segment focus
Exhibits 123: Inclusions checklist
Exhibits 124: Exclusions checklist
Exhibits 125: Currency conversion rates for US$
Exhibits 126: Research methodology
Exhibits 127: Validation techniques employed for market sizing
Exhibits 128: Information sources
Exhibits 129: List of abbreviations

Executive Summary

The publisher recognizes the following companies as the key players in the video game market in US: Activision Blizzard Inc., Apple Inc., CyberAgent Inc., Electronic Arts Inc., Epic Games Inc., Microsoft Corp., NetEase Inc., NEXON Co Ltd., Nintendo Co. Ltd., Roblox Corp., Sega Sammy Holdings Inc., Sony Group Corp., Square Enix Holdings Co. Ltd., Take Two Interactive Software Inc., The Walt Disney Co., Ubisoft Entertainment SA, Valve Corp., Warner Bros Discovery Inc., Bandai Namco Holdings Inc., and Embracer Group AB.

Commenting on the report, an analyst from the research team said: 'The latest trend gaining momentum in the market is increasing popularity of gaming among women.'

According to the report, one of the major drivers for this market is the rising penetration of smartphones and improving internet access.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Activision Blizzard Inc.
  • Apple Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • Epic Games Inc.
  • Microsoft Corp.
  • NetEase Inc.
  • NEXON Co Ltd.
  • Nintendo Co. Ltd.
  • Roblox Corp.
  • Sega Sammy Holdings Inc.
  • Sony Group Corp.
  • Square Enix Holdings Co. Ltd.
  • Take Two Interactive Software Inc.
  • The Walt Disney Co.
  • Ubisoft Entertainment SA
  • Valve Corp.
  • Warner Bros Discovery Inc.
  • Bandai Namco Holdings Inc.
  • Embracer Group AB