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United States Video Game Market, Size, Forecast 2022-2027, Industry Trends, Growth, Impact of COVID-19, Opportunity Company Analysis

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    Report

  • 158 Pages
  • February 2022
  • Region: United States
  • Renub Research
  • ID: 5546210

FEATURED COMPANIES

  • Activision Blizzard, Inc.
  • Electronic Arts
  • Microsoft Corporation
  • Nintendo Co. Ltd.
  • Sega Sammy Holdings, Inc.
United States Video Game Market will be US$ 48.2 Billion by the year 2027. In the United States, the video game market is historically viewed as a niche category preserving adolescents and hard-core enthusiasts. Over the years, video gaming participation has become mainstreams with over half of the United States population playing video games. In addition, following an era of unprecedented growth, the video game industry has witnessed jackpot growth and earnings. After that, the popularization of diverse revenue models, including free-to-play, subscription, and ad-driven models, are essential factors in the games industry of the United States.





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.
Frequently Asked Questions about the U.S. Video Game Market

What is the estimated value of the U.S. Video Game Market?

The U.S. Video Game Market was estimated to be valued at $30.4 Billion in 2021.

What is the growth rate of the U.S. Video Game Market?

The growth rate of the U.S. Video Game Market is 7.9%, with an estimated value of $48.2 Billion by 2027.

What is the forecasted size of the U.S. Video Game Market?

The U.S. Video Game Market is estimated to be worth $48.2 Billion by 2027.

Who are the key companies in the U.S. Video Game Market?

Key companies in the U.S. Video Game Market include Activision Blizzard, Inc., BANDAI NAMCO Holdings Inc., Electronic Arts, Microsoft Corporation, Nintendo Co. Ltd. and Take – Two Interactive Software Inc..

FEATURED COMPANIES

  • Activision Blizzard, Inc.
  • Electronic Arts
  • Microsoft Corporation
  • Nintendo Co. Ltd.
  • Sega Sammy Holdings, Inc.

1. Introduction2. Research & Methodology3. Executive Summary
4. Market Dynamics
4.1 Growth Drivers
4.2 Challenges
5. 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 By Device - United States Video Games Users
8.1 Mobile Games
8.2 Download Games
8.3 Online Games
8.4 Gaming Networks
8.5 Consoles
8.6 PC Games
9. Age Group - United States Video Games Users
9.1 18 - 24 Years
9.2 25 - 34 Years
9.3 35 - 44 Years
9.4 45 - 54 Years
9.5 55 - 64 Years
10. Gender - United States Video Games Users
10.1 Female
10.2 Male
11. Income - United States Video Games Users
11.1 High Income
11.2 Low Income
11.3 Medium Income
12. Porters Five Forces
12.1 Overview
12.2 Bargaining Power of Buyers
12.3 Bargaining Power of Suppliers
12.4 Degree of Competition
12.5 Threat of New Entrants
12.6 Threat of Substitutes
13. Company Analysis
13.1 Activision Blizzard, Inc.
13.1.1 Overview
13.1.2 Recent Development & Strategies
13.1.3 Financial Insights
13.2 BANDAI NAMCO Holdings Inc.
13.2.1 Overview
13.2.2 Recent Development & Strategies
13.2.3 Financial Insights
13.3 Electronic Arts
13.3.1 Overview
13.3.2 Recent Development & Strategies
13.3.3 Financial Insights
13.4 Microsoft Corporation
13.4.1 Overview
13.4.2 Recent Development & Strategies
13.4.3 Financial Insights
13.5 Nintendo Co. Ltd.
13.5.1 Overview
13.5.2 Recent Development & Strategies
13.5.3 Financial Insights
13.6 Sega Sammy Holdings, Inc.
13.6.1 Overview
13.6.2 Recent Development & Strategies
13.6.3 Financial Insights
13.7 Take - Two Interactive Software Inc.
13.7.1 Overview
13.7.2 Recent Development & Strategies
13.7.3 Financial Insights
List of Figures
Figure 01: United States Video Game Market (Million US$), 2017 - 2021
Figure 02: Forecast for - United States Video Game Market (Million US$), 2022 - 2027
Figure 03: Category - Mobile Games Market (Million US$), 2017 - 2021
Figure 04: Category - Forecast for Mobile Games Market (Million US$), 2022 - 2027
Figure 05: Category - Download Games Market (Million US$), 2017 - 2021
Figure 06: Category - Forecast for Download Games Market (Million US$), 2022 - 2027
Figure 07: Category - Online Games Market (Million US$), 2017 - 2021
Figure 08: Category - Forecast for Online Games Market (Million US$), 2022 - 2027
Figure 09: Category - Gaming Networks Market (Million US$), 2017 - 2021
Figure 10: Category - Forecast for Gaming Networks Market (Million US$), 2022 - 2027
Figure 11: Category - Consoles Market (Million US$), 2017 - 2021
Figure 12: Category - Forecast for Consoles Market (Million US$), 2022 - 2027
Figure 13: Category - PC Games Market (Million US$), 2017 - 2021
Figure 14: Category - Forecast for PC Games Market (Million US$), 2022 - 2027
Figure 15: Users By Device - Mobile Games Market (Million), 2017 - 2021
Figure 16: Users By Device - Forecast for Mobile Games Market (Million), 2022 - 2027
Figure 17: Users By Device - Download Games Market (Million), 2017 - 2021
Figure 18: Users By Device - Forecast for Download Games Market (Million), 2022 - 2027
Figure 19: Users By Device - Online Games Market (Million), 2017 - 2021
Figure 20: Users By Device - Forecast for Online Games Market (Million), 2022 - 2027
Figure 21: Users By Device - Gaming Networks Market (Million), 2017 - 2021
Figure 22: Users By Device - Forecast for Gaming Networks Market (Million), 2022 - 2027
Figure 23: Users By Device - Consoles Market (Million), 2017 - 2021
Figure 24: Users By Device - Forecast for Consoles Market (Million), 2022 - 2027
Figure 25: Users By Device - PC Games Market (Million), 2017 - 2021
Figure 26: Users By Device - Forecast for PC Games Market (Million), 2022 - 2027
Figure 27: Age Group - 18 - 24 Years Market (Million), 2017 - 2021
Figure 28: Age Group - Forecast for 18 - 24 Years Market (Million), 2022 - 2027
Figure 29: Age Group - 25 - 34 Years Market (Million), 2017 - 2021
Figure 30: Age Group - Forecast for 25 - 34 Years Market (Million), 2022 - 2027
Figure 31: Age Group - 35 - 44 Years Market (Million), 2017 - 2021
Figure 32: Age Group - Forecast for 35 - 44 Years Market (Million), 2022 - 2027
Figure 33: Age Group - 45 - 54 Years Market (Million), 2017 - 2021
Figure 34: Age Group - Forecast for 45 - 54 Years Market (Million), 2022 - 2027
Figure 35: Age Group - 55 - 64 Years Market (Million), 2017 - 2021
Figure 36: Age Group - Forecast for 55 - 64 Years Market (Million), 2022 - 2027
Figure 37: Gender - Female Market (Million), 2017 - 2021
Figure 38: Gender - Forecast for Female Market (Million), 2022 - 2027
Figure 39: Gender - Male Market (Million), 2017 - 2021
Figure 40: Gender - Forecast for Male Market (Million), 2022 - 2027
Figure 41: Income - High Income Market (Million), 2017 - 2021
Figure 42: Income - Forecast for High Income Market (Million), 2022 - 2027
Figure 43: Income - Low Income Market (Million), 2017 - 2021
Figure 44: Income - Forecast for Low Income Market (Million), 2022 - 2027
Figure 45: Income - Medium Income Market (Million), 2017 - 2021
Figure 46: Income - Forecast for Medium Income Market (Million), 2022 - 2027
Figure 47: Activision Blizzard, Inc. - Global Revenue (Million US$), 2017 - 2021
Figure 48: Activision Blizzard, Inc. - Forecast for Global Revenue (Million US$), 2022 - 2027
Figure 49: BANDAI NAMCO Holdings Inc. - Global Revenue (Million US$), 2017 - 2021
Figure 50: BANDAI NAMCO Holdings Inc. - Forecast for Global Revenue (Million US$), 2022 - 2027
Figure 51: Electronic Arts - Global Revenue (Million US$), 2017 - 2021
Figure 52: Electronic Arts - Forecast for Global Revenue (Million US$), 2022 - 2027
Figure 53: Microsoft Corporation - Global Revenue (Million US$), 2017 - 2021
Figure 54: Microsoft Corporation - Forecast for Global Revenue (Million US$), 2022 - 2027
Figure 55: Nintendo Co. Ltd. - Global Revenue (Million US$), 2017 - 2021
Figure 56: Nintendo Co. Ltd. - Forecast for Global Revenue (Million US$), 2022 - 2027
Figure 57: Sega Sammy Holdings, Inc. - Global Revenue (Million US$), 2017 - 2021
Figure 58: Sega Sammy Holdings, Inc. - Forecast for Global Revenue (Million US$), 2022 - 2027
Figure 59: Take - Two Interactive Software Inc. - Global Revenue (Million US$), 2017 - 2021
Figure 60: Take - Two Interactive Software Inc. - Forecast for Global Revenue (Million US$), 2022 - 2027
List of Tables
Table 01: United States Video Game Market Share by Category (Percent), 2017 - 2021
Table 02: Forecast for - United States Video Game Market Share by Category (Percent), 2022 - 2027
Table 03: United States Video Game Market Share by Users (Percent), 2017 - 2021
Table 04: Forecast for - United States Video Game Market Share by Users (Percent), 2022 - 2027
Table 05: United States Video Game Market Share by Age Group (Percent), 2017 - 2021
Table 06: Forecast for - United States Video Game Market Share by Age Group (Percent), 2022 - 2027
Table 07: United States Video Game Market Share by Gender (Percent), 2017 - 2021
Table 08: Forecast for - United States Video Game Market Share by Gender (Percent), 2022 - 2027
Table 09: United States Video Game Market Share by Income (Percent), 2017 - 2021
Table 10: Forecast for - United States Video Game Market Share by Income (Percent), 2022 - 2027
  • Activision Blizzard, Inc.
  • BANDAI NAMCO Holdings Inc.
  • Electronic Arts
  • Microsoft Corporation
  • Nintendo Co. Ltd.
  • Sega Sammy Holdings, Inc.
  • Take – Two Interactive Software Inc.

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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