Games - United States

  • United States
  • Revenue in the Games market is projected to reach €105.20bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.35%, resulting in a projected market volume of €157.10bn by 2029.
  • In global comparison, most revenue will be generated in China (€119,600.00m in 2024).
  • In the Games market, the number of users is expected to amount to 229.6m users by 2029.
  • User penetration will be 59.0% in 2024 and is expected to hit 65.5% by 2029.
  • The average revenue per user (ARPU) is expected to amount to €1,238.00.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in United States has experienced significant growth in recent years, driven by the increasing popularity of gaming among consumers. Customer preferences have shifted towards digital gaming, with a growing demand for online multiplayer games and mobile gaming. This trend has been fueled by advancements in technology, such as high-speed internet connections and the widespread adoption of smartphones.

Customer preferences:
In the United States, customer preferences have shifted towards digital gaming platforms. This can be attributed to several factors, including the convenience of downloading games directly to devices and the ability to play online with friends and other players around the world. Online multiplayer games have gained popularity, offering immersive and interactive experiences that cater to the social aspect of gaming. Additionally, mobile gaming has seen significant growth, with the increasing availability of smartphones and tablets. The portability and accessibility of mobile devices have made gaming more accessible to a wider audience.

Trends in the market:
One of the key trends in the Games market in United States is the rise of esports. Esports refers to competitive video gaming, where professional players compete in organized tournaments. Esports has gained mainstream recognition and has become a lucrative industry, attracting millions of viewers and sponsorships from major brands. The United States has been at the forefront of the esports industry, hosting major tournaments and attracting top talent from around the world. Another trend in the market is the increasing integration of virtual reality (VR) and augmented reality (AR) technologies in gaming. VR and AR offer immersive and interactive experiences, allowing players to engage with virtual environments and characters in a more realistic way. This technology has gained traction in the gaming industry, with the release of VR headsets and AR-enabled mobile games. The United States has been a key market for VR and AR gaming, with consumers embracing these technologies for a more immersive gaming experience.

Local special circumstances:
The United States has a large and diverse gaming community, with a strong culture of gaming and a history of innovation in the industry. The country is home to many major gaming companies and studios, as well as a vibrant indie game development scene. This has created a unique gaming ecosystem, with a wide range of games catering to different interests and preferences. The United States also has a strong esports community, with professional teams and players competing at the highest level.

Underlying macroeconomic factors:
The growth of the Games market in United States can be attributed to several macroeconomic factors. The country has a strong economy and a high disposable income, allowing consumers to spend more on leisure activities such as gaming. The increasing availability of high-speed internet connections and the widespread adoption of smartphones have also played a significant role in driving the growth of the digital gaming market. Additionally, advancements in technology have made gaming more accessible and affordable, contributing to the overall growth of the market. In conclusion, the Games market in United States has experienced significant growth in recent years, driven by customer preferences for digital gaming, the rise of esports, and the integration of VR and AR technologies. The country's strong gaming culture, diverse gaming community, and favorable macroeconomic factors have contributed to the growth of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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