Games - North America

  • North America
  • In North America, revenue in the Games market is forecasted to reach US$124.40bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 8.10%, leading to a projected market volume of US$183.60bn by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (US$128.90bn in 2024).
  • Within the Games market, the number of users is projected to reach 325.2m users by 2029.
  • User penetration is set to be 55.7% in 2024 and is projected to reach 62.0% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In North America, the Games in the Media market is witnessing a surge in virtual reality content creation, revolutionizing user experiences and engagement.

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

 
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Analyst Opinion

The Games market in North America has experienced significant growth in recent years, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the Games market in North America have shifted towards immersive and interactive gaming experiences.

Gamers are increasingly seeking games that offer realistic graphics, engaging storylines, and multiplayer capabilities. This has led to the rise of virtual reality (VR) and augmented reality (AR) games, which provide players with a more immersive and interactive gaming experience. Additionally, there has been a growing demand for mobile gaming, as more people are accessing games through their smartphones and tablets.

This shift in customer preferences has fueled the growth of the Games market in North America. One of the key trends in the Games market in North America is the increasing popularity of esports. Esports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments.

Esports has gained a large following in North America, with millions of viewers tuning in to watch tournaments and competitions. This trend has led to the development of dedicated esports arenas and the establishment of professional esports teams. The growth of esports has also created new opportunities for game developers and publishers, as they can capitalize on the growing demand for esports games and sponsorships.

Another trend in the Games market in North America is the rise of indie games. Indie games are developed by independent game developers or small studios, often with limited resources. These games offer unique and innovative gameplay experiences, and have gained a dedicated fan base in North America.

The popularity of indie games can be attributed to their creativity, originality, and ability to cater to niche markets. Indie games have also been successful in attracting a diverse audience, including casual gamers and non-traditional gamers. Local special circumstances have also played a role in shaping the Games market in North America.

The region has a large and affluent population, with a high disposable income. This has created a favorable market for game developers and publishers, as consumers in North America are willing to spend money on games and gaming-related products. Additionally, North America has a well-established infrastructure for gaming, with a robust internet connection and a wide range of gaming platforms and devices available.

This has made it easier for gamers in North America to access and play games, further driving the growth of the market. Underlying macroeconomic factors have also contributed to the development of the Games market in North America. The region has a strong economy and a stable political environment, which has created a favorable business environment for game developers and publishers.

Additionally, technological advancements and the increasing penetration of internet and mobile devices have made gaming more accessible and affordable for consumers in North America. These factors have created a conducive environment for the growth of the Games market in the region. In conclusion, the Games market in North America has experienced significant growth due to changing customer preferences, emerging trends such as esports and indie games, local special circumstances, and underlying macroeconomic factors.

The region's large population, high disposable income, and well-established gaming infrastructure have also 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.

Overview

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