Mobile Games - United States
- United States
- In the United States, revenue in the Mobile Games market is projected to reach €33.38bn in 2025.
- Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 6.36%, resulting in a projected market volume of €42.72bn by 2029.
- By 2029, the number of users in the Mobile Games market in the United States is expected to amount to 193.8m users.
- User penetration will be 49.5% in 2025 and is anticipated to increase to 55.3% by 2029.
- In a global comparison, most revenue will be generated United States, with figures reaching €33,380.00m in 2025.
- The average revenue per user (ARPU) in the Mobile Games market in the United States is projected to amount to €196.30 in 2025.
- In the United States, the mobile games market is increasingly prioritizing immersive experiences and social connectivity to enhance player engagement and retention.
Key regions: Japan, Germany, South Korea, China, Asia
Analyst Opinion
The Mobile Games Market in the United States is experiencing considerable growth, fueled by factors such as the increasing penetration of smartphones, evolving consumer preferences for gaming, and the rise of competitive online gaming communities.
Customer preferences: Consumers in the United States are increasingly gravitating towards casual and hyper-casual mobile games that provide quick, engaging experiences that fit into their busy lifestyles. This trend reflects a cultural shift towards instant gratification and social connectivity, as players seek games that facilitate interaction with friends and communities. Additionally, the growing interest in eSports and competitive gaming is attracting diverse demographics, including women and older adults, reshaping traditional gaming stereotypes and expanding the overall market reach.
Trends in the market: In the United States, the mobile games market is experiencing a surge in popularity for casual and hyper-casual games, driven by the demand for quick, engaging experiences that seamlessly integrate into users' fast-paced lives. This trend is significant as it reflects a broader cultural shift towards instant gratification and social interaction, influencing game design and marketing strategies. Additionally, the rise of eSports is diversifying the player demographic, drawing in women and older adults, which challenges traditional gaming norms and offers new opportunities for industry stakeholders to innovate and expand their audience reach.
Local special circumstances: In the United States, the mobile games market thrives on a combination of technological innovation and diverse demographics. The prevalence of high-speed internet and advanced smartphones facilitates seamless gaming experiences, while the cultural emphasis on social connectivity drives multiplayer and social gaming features. Regulatory factors, such as consumer protection laws and age rating systems, further shape game development and marketing strategies. Additionally, the increasing focus on inclusivity is encouraging developers to create games that appeal to a wide range of age groups and backgrounds, fostering a richer gaming ecosystem.
Underlying macroeconomic factors: The Mobile Games Market in the United States is significantly influenced by macroeconomic factors such as consumer spending trends, technological advancements, and shifting demographics. The robust national economy, characterized by rising disposable incomes, encourages greater expenditure on mobile gaming. Additionally, the proliferation of 5G technology enhances connectivity, enabling richer gaming experiences. Fiscal policies that promote innovation, such as tax incentives for tech companies, further stimulate market growth. Moreover, global trends, including the rise of esports and the increasing popularity of cloud gaming, are reshaping consumer preferences, driving demand for more diverse and immersive gaming experiences across various platforms.
Methodology
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.Modeling approach / market size:
The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.Forecasts:
We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.Additional notes:
The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.Visión general
- Revenue
- Analyst Opinion
- Users
- Global Comparison
- Methodology
- Key Market Indicators