Mobile Games - North America

  • North America
  • Revenue in the Mobile Games market market in North America is forecasted to reach US$21.03bn by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.27%, leading to a projected market volume of US$28.50bn by 2029.
  • By 2029, the number of users in the Mobile Games market market in North America is expected to reach 271.1m users.
  • User penetration is predicted to be 44.6% in 2024 and is set to increase to 51.6% by 2029.
  • When compared globally, the highest revenue is forecasted to be generated in China ( US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market in North America is projected to be US$92.36 in 2024.
  • In North America, the mobile games market is experiencing a surge in user engagement and in-app purchases, driving significant revenue growth for developers.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in North America has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development.

Customer preferences in North America have played a crucial role in the growth of the Mobile Games market. With the increasing popularity of smartphones and tablets, consumers are increasingly turning to mobile devices for entertainment and gaming. The convenience and portability of mobile games have made them a preferred choice for many users, especially on the go.

Additionally, the wide variety of game genres and the availability of both free and paid games have catered to the diverse preferences of North American consumers. Trends in the market have also contributed to the growth of the Mobile Games industry in North America. The rise of social gaming has been a significant trend, with multiplayer games and social features becoming increasingly popular.

This trend has not only provided users with a more interactive and engaging gaming experience but has also facilitated the growth of mobile gaming communities. Furthermore, the integration of augmented reality (AR) and virtual reality (VR) technologies into mobile games has opened up new possibilities and attracted a wider audience. Local special circumstances in North America have also played a role in the development of the Mobile Games market.

The region's strong technological infrastructure, including widespread access to high-speed internet and advanced mobile networks, has created a favorable environment for the growth of the industry. Additionally, North America has a large pool of talented game developers and studios, contributing to the creation of high-quality and innovative mobile games. The presence of major tech companies and gaming conventions in the region has further boosted the visibility and popularity of mobile games.

Underlying macroeconomic factors have also influenced the growth of the Mobile Games market in North America. The region's strong economy and high disposable income levels have allowed consumers to invest in mobile devices and spend on mobile games. Furthermore, the increasing penetration of smartphones and tablets in the market has expanded the potential customer base for mobile games.

The availability of app stores and digital payment systems has also facilitated the monetization of mobile games, driving further growth in the industry. In conclusion, the Mobile Games market in North America has experienced significant growth due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The convenience of mobile gaming, the rise of social gaming, the integration of AR and VR technologies, and the region's strong technological infrastructure have all contributed to this development.

With the continued advancement of technology and the evolving preferences of consumers, the Mobile Games market in North America is expected to further expand 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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