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United States Video Game Market, Size, Forecast 2024-2030, Industry Trends, Growth, Share, Outlook, Impact of Inflation, Opportunity Company Analysis

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    Report

  • 150 Pages
  • January 2024
  • Region: United States
  • Renub Research
  • ID: 5546210
The United States video game market size will reach US$ 196.61 Billion by 2030. Video games make up one of the fastest-growing entertainment industries in the United States. The US is not just the leading gaming market in revenue; it is considered the birthplace of games today. Atari, an American company, released Pong in 1972, one of the earliest games to achieve commercial success. A steady growth in video gamers yearly further enhances the market outlook. The increase in the US populace, broadening demographics, accelerated accessibility, social interplay & connectivity, changing perceptions, and cultural reputation of video gaming brought about a sizeable upward push in game enthusiasts. These factors have contributed to the mainstream popularity of video games as enjoyment, leading to a developing number of players. This, in turn, is anticipated to gas the market demand over the forecast year.

The US gaming industry is undergoing a speedy increase and diversification. According to an ESA observation, over 227 million players inside the United States area played video games last year. Overall, 80% of the gamers are over 18 years old. Furthermore, 76% of American youngsters under 18 years are players. In addition, 74% of American households have at least one online game player. Also, 71% of parents agree that video games have been a far-wanted break for their youngsters throughout the pandemic. Also, 66% of parents agree that video games made the transition to distance learning extra reachable.

United States video game market will grow at a CAGR of 10.67% from 2024 to 2030

The video gaming market shared within the United States has followed new strategies to address customer growing demand and make their involvement more consumer-friendly. One such strategy via the video gaming industry is migrating from console gaming to cell (mobile) gaming, making video games handy throughout a broad spectrum of digital platforms. Companies within the United States video gaming enterprise constantly enhance their platforms to provide top-notch amusing for customers. Gaming apps now provide free trial video games to attract new purchasers.

Over the last decade, the size of video game market in the USA has experienced tremendous modifications, with video game players undertaking numerous games throughout different gaming apps. The creation of the metaverse is poised to transform the gaming industry via developing a shared virtual space wherein customers have interaction via virtual avatars. While broader adoption of the metaverse is predicted, video gaming currently leads in exploring this exciting new frontier.

Cloud gaming is gaining recognition in the US, permitting the play of sophisticated video games on portable gadgets like smartphones getting rid of the need for hardware enhancements. The achievement of cloud gaming is carefully linked to the deployment of 5G speed and limitless plans, attracting gamers who decide upon mobile play. The improvement and funding in 5G infrastructure are critical for its enlargement.

Moreover, mobile video games outperform their PC opposite numbers, driven through the supply of free toplay options. The United States video gaming market has shifted extensively because of the significant use of video enabled smartphones, a developing wide variety of female gamers, and multiplied access to cloudbased services. While trends like digital content and subscription primarily based trends are gaining traction, there stays a substantial market for physical video games and hardware upgrades.

The upward thrust of technologies like virtual reality (VR) offers interesting opportunities for the gaming industry. To stay efficaciously serve their audiences, gaming businesses need to morden day abreast of cutting-edge trends, leveraging them to innovate content, shipping techniques, and advertising approaches. This involves as the ability of latest technologies and being attuned to various customers need and choices. As a result, the USA video game market reached US$ 96.67 Billion in 2023.

Mobile video games are anticipated to dominate the United States Video Game market

The United States Video Game Market is segmented into categories: Cloud Gaming, Download Games, Games Live Streaming, Gaming Networks, Gaming Advertising, Mobile Games, and Online Games. The mobile gaming market proportion in the United States has been increasing and is expected to maintain its upward fashion into 2024. With the steady technological improvements and converting customer choices, the mobile gaming landscape is evolving at a remarkable pace.

Developers at the moment are exploring new dimensions of gameplay with the advent of AR glasses and advanced AR technology on smartphones. The United States video gaming marketplace is growing, and smartphones play a vital role. Social media systems like Instagram and Facebook have joined the trend by developing unique mobile video games to stand out and leverage attractive games to enhance their advertising and marketing strategies. Ericsson additionally reviews that the 5G generation has enabled quicker speeds (20 instances faster than 4G) and reduced latency (from 20 ms to five ms), main to a boom in notable AAA mobile games in the market.
  • Years age group will grow at the fastest CAGR during the forecast period
By age group, the United States video game market is divided into 18 -24 years, 25-34 years, 35 - 44 years, 45- 54 years, and 55 - 64 years. The youth generation of gamers (aged 18 to 24) are heavily engaged in online game environments, spending more time in them than with different forms of media such as social media, music, and TV. Compared to slightly older game enthusiasts (25 to 34 years), younger gamers anticipate spending more time in virtual worlds, playing augmented and digital reality games, and watching e-sports. They experience more ease in digital environments, with over half preferring to socialize with friends in a game rather than in character. This has contributed to the increase in the United States video gaming market.

Male gamers occupy the majority of the market share in the United States video game industry

By Gender, the United States Video Game Market is classified into Female and Male. The United States video game market is predominantly ruled by male users, who preserve more than half of the market proportion. This demographic trend underscores male players' extensive influence and engagement in gaming. The industry caters to various gaming options, but the prevalence of male players suggests a target focus on this demographic. Understanding and responding to male gamers' choices, interests, and behaviors remain essential for video game market stakeholders, shaping the industry's content, advertising strategies, and standard market dynamics.

Medium Income level will spend more revenue in the United States video game industry

By income, the United States Video Game Market is split into High Income, Medium Income, and Low Income. In the US Video Game Industry, consumers with a medium income level have emerged as contributors, allocating a massive portion of their income to gaming-related expenditures. This demographic's propensity to spend on video games, consoles, subscriptions, and in-game purchases underscores the industry's attraction across various income brackets. The medium-income segment actively engages in gaming, forming an extensive market share and influencing the industry's economic panorama. Understanding and catering to this income group's alternatives and buying patterns are pivotal for stakeholders searching to optimize sales and beautify market penetration inside the dynamic video game sector in the United States.

Key Players

Activision Blizzard Inc., Electronic Arts, Microsoft, Nintendo Co. Ltd, Take-Two Interactive Software, Sony, Apple, and Bandai Namco Holdings Inc. are prominent players in the United States Video Game Industry.

This research report provides an all-encompassing analysis of the key growth drivers and restraining factors, demand, and their projections for the upcoming years.

By Category - United States Video Game Market

  • Cloud Gaming
  • Download Games
  • Games Live Streaming
  • Gaming Networks
  • In -game Advertising
  • Mobile Games
  • Online games

By Age Group - United States Video Game Market

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

By Gender - United States Video Game Market

  • Male
  • Female

By Income - United States Video Game Market

  • Low Income
  • Medium Income
  • High Income

Company has been covered from 3 Viewpoints:

  • Overview
  • Recent Development
  • Revenue

Company Profile

  • Activision Blizzard Inc
  • Electronic Arts
  • Microsoft
  • Nintendo Co. Ltd
  • Take-Two interactive Software
  • Sony
  • Apple
  • Bandai Namco Holdings Inc

Table of Contents

1. Introduction2. Research & Methodology3. Executive Summary
4. Market Dynamic
4.1 Growth Drivers
4.2 Challenges
5. United States Video Game Market
6. Market Share - United States Video Game Market
6.1 By Category
6.2 By Age Group
6.3 By Gender
6.4 By Income
7. Category - United States Video Game Market
7.1 Cloud Gaming
7.2 Download Games
7.3 Game Live Streaming
7.4 Gaming Networks
7.5 In- Game Advertising
7.6 Mobile Games
7.7 Online Games
8. By User - United States Video Games Users
8.1 Cloud Gaming
8.2 Download Games
8.3 Games Live Streaming
8.4 Gaming Networks
8.5 Mobile Games
8.6 Online 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 Medium Income
11.3 Low Income
12. Key Players
12.1 Activision Blizzard, Inc.
12.1.1 Overview
12.1.2 Recent Development
12.1.3 Financial Insights
12.2 Electronic Arts
12.2.1 Overview
12.2.2 Recent Development
12.2.3 Financial Insights
12.3 Microsoft
12.3.1 Overview
12.3.2 Recent Development
12.3.3 Financial Insights
12.4 Nintendo co. Ltd
12.4.1 Overview
12.4.2 Recent Development
12.4.3 Financial Insights
12.5 Take- Two interactive Software
12.5.1 Overview
12.5.2 Recent Development
12.5.3 Financial Insights
12.6 Sony
12.6.1 Overview
12.6.2 Recent Development
12.6.3 Financial Insights
12.7 Apple
12.7.1 Overview
12.7.2 Recent Development
12.7.3 Financial Insights
12.8 Bandai Namco Holdings Inc.
12.8.1 Overview
12.8.2 Recent Development
12.8.3 Financial Insights
List of Figures
Figure 01: United States - Video Game Market (Billion US$), 2018-2023
Figure 02: United States - Forecast for Video Game Market (Billion US$), 2024-2030
Figure 03: Category - Cloud Gaming Market (Million US$), 2018-2023
Figure 04: Category - Forecast for Cloud Gaming Market (Million US$), 2024-2030
Figure 05: Category - Download Games Market (Million US$), 2018-2023
Figure 06: Category - Forecast for Download Games Market (Million US$), 2024-2030
Figure 07: Category - Game Live Streaming Market (Million US$), 2018-2023
Figure 08: Category - Forecast for Game Live Streaming Market (Million US$), 2024-2030
Figure 09: Category - Gaming Networks Market (Million US$), 2018-2023
Figure 10: Category - Forecast for Gaming Networks Market (Million US$), 2024-2030
Figure 11: Category - In- Game Advertising Market (Million US$), 2018-2023
Figure 12: Category - Forecast for In- Game Advertising Market (Million US$), 2024-2030
Figure 13: Category - Mobile Games Market (Million US$), 2018-2023
Figure 14: Category - Forecast for Mobile Games Market (Million US$), 2024-2030
Figure 15: Category - Online Games Market (Million US$), 2018-2023
Figure 16: Category - Forecast for Online Games Market (Million US$), 2024-2030
Figure 17: User - Cloud Gaming Market (Million US$), 2018-2023
Figure 18: User - Forecast for Cloud Gaming Market (Million US$), 2024-2030
Figure 19: User - Download Games Market (Million US$), 2018-2023
Figure 20: User - Forecast for Download Games Market (Million US$), 2024-2030
Figure 21: User - Games Live Streaming Market (Million US$), 2018-2023
Figure 22: User - Forecast for Games Live Streaming Market (Million US$), 2024-2030
Figure 23: User - Gaming Networks Market (Million US$), 2018-2023
Figure 24: User - Forecast for Gaming Networks Market (Million US$), 2024-2030
Figure 25: User - Mobile Games Market (Million US$), 2018-2023
Figure 26: User - Forecast for Mobile Games Market (Million US$), 2024-2030
Figure 27: User - Online Games Market (Million US$), 2018-2023
Figure 28: User - Forecast for Online Games Market (Million US$), 2024-2030
Figure 29: Age Group - 18 - 24 Years Market (Million US$), 2018-2023
Figure 30: Age Group - Forecast for 18 - 24 Years Market (Million US$), 2024-2030
Figure 31: Age Group - 25 - 34 Years Market (Million US$), 2018-2023
Figure 32: Age Group - Forecast for 25 - 34 Years Market (Million US$), 2024-2030
Figure 33: Age Group - 35 - 44 Years Market (Million US$), 2018-2023
Figure 34: Age Group - Forecast for 35 - 44 Years Market (Million US$), 2024-2030
Figure 35: Age Group - 45 - 54 Years Market (Million US$), 2018-2023
Figure 36: Age Group - Forecast for 45 - 54 Years Market (Million US$), 2024-2030
Figure 37: Age Group - 55 - 64 Years Market (Million US$), 2018-2023
Figure 38: Age Group - Forecast for 55 - 64 Years Market (Million US$), 2024-2030
Figure 39: Gender - Female Market (Million US$), 2018-2023
Figure 40: Gender - Forecast for Female Market (Million US$), 2024-2030
Figure 41: Gender - Male Market (Million US$), 2018-2023
Figure 42: Gender - Forecast for Male Market (Million US$), 2024-2030
Figure 43: Income - High Income Market (Million US$), 2018-2023
Figure 44: Income - Forecast for High Income Market (Million US$), 2024-2030
Figure 45: Income - Medium Income Market (Million US$), 2018-2023
Figure 46: Income - Forecast for Medium Income Market (Million US$), 2024-2030
Figure 47: Income - Low Income Market (Million US$), 2018-2023
Figure 48: Income - Forecast for Low Income Market (Million US$), 2024-2030
Figure 49: Activision Blizzard, Inc. - Global Revenue (Million US$), 2018-2023
Figure 50: Activision Blizzard, Inc. - Forecast for Global Revenue (Million US$), 2024-2030
Figure 51: Electronic Arts - Global Revenue (Million US$), 2018-2023
Figure 52: Electronic Arts - Forecast for Global Revenue (Million US$), 2024-2030
Figure 53: Microsoft - Global Revenue (Million US$), 2018-2023
Figure 54: Microsoft - Forecast for Global Revenue (Million US$), 2024-2030
Figure 55: Nintendo co. Ltd - Global Revenue (Million US$), 2018-2023
Figure 56: Nintendo co. Ltd - Forecast for Global Revenue (Million US$), 2024-2030
Figure 57: Take- Two interactive Software - Global Revenue (Million US$), 2018-2023
Figure 58: Take- Two interactive Software - Forecast for Global Revenue (Million US$), 2024-2030
Figure 59: Sony - Global Revenue (Million US$), 2018-2023
Figure 60: Sony - Forecast for Global Revenue (Million US$), 2024-2030
Figure 61: Apple - Global Revenue (Million US$), 2018-2023
Figure 62: Apple - Forecast for Global Revenue (Million US$), 2024-2030
Figure 63: Bandai Namco Holdings Inc. - Global Revenue (Million US$), 2018-2023
Figure 64: Bandai Namco Holdings Inc. - Forecast for Global Revenue (Million US$), 2024-2030
List of Tables
Table 01: United States - Video Game Market Share by Category (Percent), 2018-2023
Table 02: United States - Forecast for United States Video Game Market Share by Category (Percent), 2024-2030
Table 03: United States - Video Game Market Share by Age Group (Percent), 2018-2023
Table 04: United States - Forecast for United States Video Game Market Share by Age Group (Percent), 2024-2030
Table 05: United States - Video Game Market Share by Gender (Percent), 2018-2023
Table 06: United States - Forecast for United States Video Game Market Share by Gender (Percent), 2024-2030
Table 07: United States - Video Game Market Share by Income (Percent), 2018-2023
Table 08: United States - Forecast for United States Video Game Market Share by Income (Percent), 2024-2030

Companies Mentioned

  • Activision Blizzard Inc
  • Electronic Arts
  • Microsoft
  • Nintendo Co. Ltd
  • Take- Two interactive Software
  • Sony
  • Apple
  • Bandai Namco Holdings 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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