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Download Games - United States

United States
  • Revenue in the Download Games market market in the United States is projected to reach US$5.05bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.35%, leading to a projected market volume of US$6.56bn by 2029.
  • In the United States Download Games market market, the number of users is anticipated to amount to 141.3m users by 2029.
  • User penetration the United States will be 39.3% in 2024 and is expected to increase to 40.3% by 2029.
  • In a global context, the majority of revenue will be generated the United States, with US$5.05bn expected in 2024.
  • The average revenue per user (ARPU) in the Download Games market market the United States is projected to be US$37.59 in 2024.
  • In the United States, the Download Games market is increasingly shifting towards mobile platforms, reflecting a growing consumer preference for accessibility and convenience.

Definition:

Download games refer to video games that are purchased and downloaded digitally over the internet, rather than being obtained through physical copies. This method allows players to access games directly on their gaming devices, such as consoles, computers, or mobile devices, without the need for physical discs or cartridges. Download games often include a wide variety of genres and titles, ranging from indie games to blockbuster releases, and are distributed through various digital storefronts or platforms. Players can enjoy the convenience of instant access to their games and often benefit from additional content, updates, and online features provided by the publishers.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases. Key players in the market are companies, such as Electronic Arts (EA), Activision Blizzard, and Ubisoft.

In-Scope

  • Online sales of video games for gaming consoles or PCs/laptops via direct downloads such as Electronic Arts (EA), Activision Blizzard, and Ubisoft

Out-Of-Scope

  • Physical video game sales
  • Demo/trial-versions of video games
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Download Games market in United States is experiencing significant growth and development.

    Customer preferences:
    Customers in the United States have shown a strong preference for downloading games rather than purchasing physical copies. This is due to the convenience and instant access that downloading games provides. Additionally, customers appreciate the ability to easily update and access additional content for downloaded games, enhancing their overall gaming experience.

    Trends in the market:
    One of the key trends in the Download Games market in United States is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more and more people are turning to mobile devices for their gaming needs. This has led to a surge in the demand for downloadable mobile games, with a wide variety of genres and gameplay options available. Another trend in the market is the shift towards digital distribution platforms. Online platforms such as Steam, PlayStation Network, and Xbox Live have become the go-to destinations for gamers to purchase and download games. These platforms offer a wide selection of games, competitive pricing, and regular discounts, attracting a large number of customers.

    Local special circumstances:
    The United States has a large and diverse gaming community, which contributes to the growth of the Download Games market. The country is home to many gaming enthusiasts and professional gamers, creating a strong demand for new and innovative games. Additionally, the United States has a well-developed internet infrastructure, allowing for seamless and fast downloads of games.

    Underlying macroeconomic factors:
    The growth of the Download Games market in United States can also be attributed to the overall economic stability and disposable income of its population. With a strong economy and high levels of consumer spending, individuals are more willing to invest in entertainment and leisure activities such as gaming. Furthermore, the increasing prevalence of high-speed internet connections across the country has made downloading games faster and more accessible to a larger audience. In conclusion, the Download Games market in United States is thriving due to customer preferences for convenience and instant access, the rise of mobile gaming, the shift towards digital distribution platforms, the presence of a large and diverse gaming community, and the country's strong economy and internet infrastructure. These factors are driving the growth and development of the market, making it an attractive industry for both gamers and game developers alike.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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