Download Games - North America

  • North America
  • In North America, revenue in the Download Games market market is projected to reach US$5.76bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.59%, leading to a projected market volume of US$7.56bn by 2029.
  • In the Download Games market market withNorth_America, the number of users is anticipated to total 195.0m users by 2029.
  • User penetration is expected to be 36.3% in 2024 and is projected to rise to 37.2% by 2029.
  • In a global context, the majority of revenue will be generated the United States, amounting to US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in North America is projected to reach US$31.13 in 2024.
  • In North America, the download games market is increasingly characterized by a shift toward subscription-based models, enhancing consumer engagement and loyalty.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in North America has been experiencing significant growth in recent years.

Customer preferences:
One of the key reasons for the growth in the Download Games market in North America is the changing preferences of customers. With the increasing popularity of smartphones and tablets, more and more people are turning to mobile gaming. The convenience of being able to download games directly to their devices has made it a preferred choice for gamers. Additionally, the availability of a wide variety of games in different genres and themes has also contributed to the growth of the market.

Trends in the market:
One of the major trends in the Download Games market in North America is the rise of free-to-play games. These games are free to download and play, but offer in-app purchases to enhance the gaming experience. This model has become increasingly popular as it allows gamers to try out a game before committing to a purchase. It also provides developers with a steady stream of revenue through in-app purchases. Another trend in the market is the increasing popularity of multiplayer and social games. Gamers are now looking for more interactive and social experiences, and multiplayer games provide them with the opportunity to connect and compete with other players from around the world.

Local special circumstances:
The North American market is known for its high disposable income and tech-savvy population. This has created a favorable environment for the growth of the Download Games market. Additionally, the region is home to several major game development studios and publishers, which has further fueled the growth of the market. The presence of these industry leaders has not only attracted talented developers to the region but has also helped in the promotion and distribution of games.

Underlying macroeconomic factors:
The strong economy in North America has played a significant role in the growth of the Download Games market. With a stable job market and increasing disposable income, consumers have more money to spend on leisure activities, including gaming. Additionally, the widespread availability of high-speed internet and the growing penetration of smartphones and tablets have made it easier for people to access and download games. The combination of these factors has created a conducive environment for the growth of the Download Games market in North America. In conclusion, the Download Games market in North America is experiencing significant growth due to the changing preferences of customers, the rise of free-to-play and multiplayer games, the presence of major game development studios, and the underlying macroeconomic factors. With the continued advancements in technology and the increasing popularity of mobile gaming, it is expected that the market will continue to grow in the coming years.

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.

Overview

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