United States Video Game Market Size is expanding at a CAGR of 7.9% during 2021-2027
Remarkably, a new wave of social-seeking gamers is driving industry growth to the next level in the United States. Moreover, the widespread adoption of smartphones globally brings new players to the gaming world. And mobile will continue to enable new opportunities within gaming that didn't exist even just a few years ago. But rather than cannibalizing existing markets for console and PC gaming, the industry is also adapting increasingly, emphasizing gaming's social dimension. Nevertheless, increased gamer average revenue per unit and share of wallet is also contributing to the market expansion.
How COVID-19 Benefited the United States Video Game Industry:
In many ways, COVID-19 has helped accelerate several key trends driving innovation and growth within the United States video game market. During the pandemic, the world's leading video games has been competing. Remarkably, COVID-19 has heightened the importance of social and community-based games as users look to them as a way to unite with friends and families. Therefore, the video game market has become a continuous service-oriented business that puts customer experience first. According to the publisher the United States Video Game Market Size has reached US$ 30.4 Billion in 2021.
The Dominance and Popularity of Consoles Have Been Witnessed Throughout the Study Period:
Our report, By Category and Users by Device, has been categorized into Mobile Games, Download Games, Online Games, Gaming Networks, Consoles, and PC Games. Despite numerous categories trending, the dominance and popularity of consoles have witnessed and is expected to maintain its position further. Nevertheless, mobile games are popular gaming device and have a considerable margin in the market. Remarkably, the convenience of mobile gives a leg up on all other gaming technologies simply because gamers play on their device anywhere at any time.
Young Population Makes Up the Majority of Gamers in US Gaming Market:
The video game industry is widespread in every corner of the United States, with all ages and demographic groups. Our report covers players aged 18 - 24 Years, 25 - 34 Years, 35 - 44 Years, 45 - 54 Years, and 55 - 64 Years. Besides, gamers of different age groups are spending more and more time engaged in play, and increasingly it's a social and community activity. Our research shows that by age group, the young population makes up most gamers in wide of the mark in the United States Video Games Market.
Video Game Is Enjoyed by Both Female and Male Gamers in The United States:
By Gender, our report covers Female and Male gamers as prominent market existence. Remarkably, due to the simplicity, the video game is enjoyed by female and male gamers in the United States. Besides, mainly due to widespread mobile adoption, there are now nearly as many female gamers as there are males. However we found that males enjoy more video games because their brains react more to the games and are more likely to evolve 'hooked' on video games than females.
Video Game Companies Have Game-Changing Opportunities to Fast-Track Growth:
The key video game companies are entering a new era. Further, increased innovation and broadening popularity are the extreme practices by the key companies. Companies are pouring money into an investment, confident in the prospects for accelerating growth. The key market players covered in our report are Activision Blizzard, Inc., BANDAI NAMCO Holdings Inc., Electronic Arts, Microsoft Corporation, Nintendo Co. Ltd., Sega Sammy Holdings, Inc., and Take - Two Interactive Software Inc.
Remarkably, major technology companies are among the most significant investors in the video gaming industry. Meanwhile, the gaming companies are also investing in the next wave of game franchises, along with various new technologies. For instance, cloud-based gaming systems, enhanced mobile offerings, and robust social media features strengthen the bonds with and among their player communities.
This research report titled “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 Years, 25 - 34 Years, 35 - 44 Years, 45 - 54 Years, and 55 - 64 Years), Gender (Male, Female), Income (High Income, Low Income and Medium Income) , Company (Activision Blizzard, Inc., BANDAI NAMCO Holdings Inc., Electronic Arts, Microsoft Corporation, Nintendo Co. Ltd., Sega Sammy Holdings, Inc., and Take - Two Interactive Software Inc.)” studies the video gaming market of United States.
Category - Market have been covered from 6 viewpoints:
- Mobile Games
- Download Games
- Online Games
- Gaming Networks
- Consoles
- PC Games
Users by Device - Games Users have been covered from 6 viewpoints:
- Mobile Games
- Download Games
- Online Games
- Gaming Networks
- Consoles
- PC Games
Age Group - Users have been covered from 5 viewpoints:
- 18 - 24 Years
- 25 - 34 Years
- 35 - 44 Years
- 45 - 54 Years
- 55 - 64 Years
Gender - Users have been covered from 2 viewpoints:
- Female
- Male
Income - Users have been covered from 3 viewpoints:
- High Income
- Low Income
- Medium Income
Company Insights:
- Overview
- Recent Development & Strategies
- Financial Insights
Company Analysis:
- Activision Blizzard, Inc.
- BANDAI NAMCO Holdings Inc.
- Electronic Arts
- Microsoft Corporation
- Nintendo Co. Ltd.
- Sega Sammy Holdings, Inc.
- Take - Two Interactive Software Inc.
What is the estimated value of the U.S. Video Game Market?
What is the growth rate of the U.S. Video Game Market?
What is the forecasted size of the U.S. Video Game Market?
Who are the key companies in the U.S. Video Game Market?
Report Attribute | Details |
---|---|
No. of Pages | 158 |
Published | February 2022 |
Forecast Period | 2021 - 2027 |
Estimated Market Value ( USD | $ 30.4 Billion |
Forecasted Market Value ( USD | $ 48.2 Billion |
Compound Annual Growth Rate | 7.9% |
Regions Covered | United States |
No. of Companies Mentioned | 7 |
Table of Contents
Companies Mentioned
- Activision Blizzard, Inc.
- BANDAI NAMCO Holdings Inc.
- Electronic Arts
- Microsoft Corporation
- Nintendo Co. Ltd.
- Sega Sammy Holdings, Inc.
- Take – Two Interactive Software Inc.
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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