Games - Americas

  • Americas
  • In the Americas, revenue in the Games market is projected to reach US$154.30bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.90%, resulting in a projected market volume of US$225.70bn by 2029.
  • In global comparison, most revenue will be generated United States, with an expected revenue of US$128.10bn in 2024.
  • In the Games market, the number of users in the Americas is anticipated to amount to 535.2m users by 2029.
  • User penetration will be 45.8% in 2024 and is expected to hit 51.1% by 2029.
  • The average revenue per user (ARPU) in the Americas is expected to amount to [arpu_firstmarket_yeartoday].
  • In the Americas, the Games in the Media market is increasingly influenced by the rise of streaming platforms, reshaping content consumption and audience engagement.

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

 
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Analyst Opinion

The Games market in Americas has experienced significant growth in recent years, driven by the increasing popularity of video games and the widespread availability of gaming platforms. Customer preferences in the Games market in Americas have been shaped by several factors. Firstly, there is a strong demand for immersive and visually stunning gaming experiences. Gamers in the region are drawn to high-quality graphics, realistic gameplay, and engaging storylines. Additionally, multiplayer and online gaming have become increasingly popular, with gamers seeking opportunities to connect and compete with others around the world. This has led to the growth of esports and the emergence of professional gaming leagues in the region. Trends in the market indicate a shift towards mobile gaming. With the widespread adoption of smartphones and tablets, more and more gamers are turning to mobile devices as their primary gaming platform. Mobile games offer convenience and accessibility, allowing gamers to play on the go. This trend has been further accelerated by the development of cloud gaming services, which enable gamers to stream and play high-quality games on their mobile devices without the need for expensive hardware. Local special circumstances in the Games market in Americas include the presence of large gaming companies and the competitive nature of the market. The region is home to some of the biggest gaming companies in the world, which have a strong presence and influence in the market. This has led to the development of a vibrant and competitive gaming industry, with companies constantly innovating and releasing new games to capture the attention of gamers. Additionally, the diversity of the region's population has also influenced the types of games that are popular. Different cultures and preferences have resulted in a wide variety of gaming genres and themes, catering to the diverse tastes of gamers in the region. Underlying macroeconomic factors have also contributed to the growth of the Games market in Americas. The region has a large and growing population, with a significant portion of the population falling within the target demographic for gaming. Additionally, rising disposable incomes and increased access to technology have made gaming more affordable and accessible to a larger segment of the population. This has led to an expansion of the gaming market and an increase in the number of gamers in the region. Furthermore, the region's strong internet infrastructure has facilitated the growth of online gaming and multiplayer experiences, allowing gamers to connect and play with others from around the world. In conclusion, the Games market in Americas has experienced significant growth due to customer preferences for immersive gaming experiences, the rise of mobile gaming, the presence of large gaming companies, the competitive nature of the market, and underlying macroeconomic factors such as population growth and increased access to technology. The region's diverse population and strong internet infrastructure have also contributed to the development and expansion of the gaming 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.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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