Online Games - United States

  • United States
  • In the United States, revenue in the Online Games market market is projected to reach €5.42bn in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 4.32%, resulting in a projected market volume of €6.42bn by 2029.
  • In the Online Games market market withUnited_States, the number of users is expected to amount to 80.6m users by 2029.
  • User penetration will be 22.4% in 2025 and is expected to hit 23.0% by 2029.
  • In global comparison, most revenue will be generated China (€6,283.00m in 2025).
  • The average revenue per user (ARPU) in the Online Games market market in the United States is projected to amount to €70.58 in 2025.
  • The United States continues to experience a surge in demand for immersive online games, reflecting shifting consumer preferences towards interactive digital entertainment.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games Market within the Media Market in the United States is experiencing moderate growth, influenced by factors such as evolving consumer preferences, advancements in technology, and increased accessibility of gaming platforms, shaping the industry's future.

Customer preferences:
Consumers in the United States are increasingly gravitating towards immersive online gaming experiences that prioritize social interaction and community engagement. This shift is fueled by a desire for connection, particularly among younger demographics who value collaborative gameplay and shared experiences. Additionally, the rise of mobile gaming has made gaming more accessible, appealing to a broader audience. Furthermore, trends like gamification in education and virtual social spaces reflect an evolving lifestyle that blends entertainment with personal development and social bonding, reshaping the gaming landscape.

Trends in the market:
In the United States, the Online Games market is experiencing a surge in demand for multiplayer and social gaming experiences, reflecting a shift towards community-driven engagement. This trend is particularly prominent among Gen Z and Millennials, who seek collaborative gameplay that fosters connections with peers. Additionally, the proliferation of mobile gaming has broadened access, allowing diverse demographics to participate. As immersive technologies like virtual reality gain traction, industry stakeholders must adapt their strategies to enhance user experiences and capitalize on the growing appetite for interactive, socially connected gaming environments.

Local special circumstances:
In the United States, the Online Games market is thriving due to a blend of cultural affinity for gaming and advanced technological infrastructure. The country’s diverse demographic landscape encourages a variety of gaming genres, from sports simulations to role-playing games, fostering niche communities. Additionally, regulatory factors, such as age restrictions and online safety laws, shape content offerings and marketing strategies. This unique combination of cultural interests and regulatory frameworks influences market dynamics, encouraging innovation and tailored experiences that resonate with a broad audience.

Underlying macroeconomic factors:
The Online Games market in the United States is significantly shaped by macroeconomic factors such as technological innovation, consumer spending trends, and the overall economic climate. A robust national economy, characterized by rising disposable incomes and increased consumer confidence, fuels spending on gaming products and services. Additionally, global economic trends, such as the expansion of digital payment systems and broadband access, enhance the market's accessibility. Fiscal policies that support technology development, alongside investments in the gaming industry, further stimulate growth. These dynamics contribute to a vibrant gaming ecosystem, fostering creativity and competition while meeting diverse consumer needs.

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
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