Online Games - North America

  • North America
  • Revenue in the Online Games market market in North America is forecasted to reach US$6.47bn in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.49%, resulting in a projected market volume of US$8.06bn by 2029.
  • By 2029, the number of users in the Online Games market market in North America is expected to reach 116.2m users.
  • User penetration is set to be 21.1% in 2024 and is projected to increase to 22.1% by 2029.
  • When compared on a global scale, in China is expected to generate the highest revenue (US$6,532.00m in 2024) in the Online Games market market.
  • The average revenue per user (ARPU) in the Online Games market market in North America is estimated to be US$60.08 in 2024.
  • The United States leads North America in the online gaming market, with a surge in virtual reality games shaping the media landscape.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in North America has witnessed significant growth in recent years, driven by the increasing popularity of gaming among consumers.

Customer preferences:
One of the key customer preferences in the North American Online Games market is the demand for high-quality graphics and immersive gameplay experiences. Gamers in this region are known to be highly discerning and seek out games that offer realistic visuals and engaging storylines. Additionally, there is a growing preference for multiplayer online games, as players enjoy the social aspect of gaming and the ability to interact with friends and other players from around the world.

Trends in the market:
One of the major trends in the North American Online Games market is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of high-speed internet, more and more consumers are turning to mobile devices for gaming. This has led to a surge in the development and popularity of mobile games, with a wide range of genres and gameplay styles available on app stores. Another trend is the growing popularity of esports, with North America being a key region for competitive gaming. Esports tournaments and leagues attract large audiences, both online and offline, and have contributed to the overall growth of the Online Games market in the region.

Local special circumstances:
North America has a well-established gaming culture, with a large number of dedicated gamers and gaming communities. The region is home to several major game development studios and has a strong infrastructure for online gaming. Additionally, North America has a high level of internet penetration and access to high-speed broadband, which has facilitated the growth of the Online Games market. The region also has a strong market for gaming hardware and accessories, with a wide range of gaming consoles, PCs, and peripherals available to consumers.

Underlying macroeconomic factors:
The strong growth of the Online Games market in North America can be attributed to several underlying macroeconomic factors. Firstly, the region has a high disposable income and a large consumer base, which has contributed to the demand for online gaming. Secondly, the increasing penetration of internet and mobile devices has made gaming more accessible to a larger audience. Lastly, the advancements in technology, such as virtual reality and augmented reality, have created new opportunities for immersive gaming experiences, further driving the growth of the market. In conclusion, the Online Games market in North America is experiencing significant growth, driven by customer preferences for high-quality graphics and immersive gameplay, the rise of mobile gaming, the popularity of esports, and the region's well-established gaming culture. The underlying macroeconomic factors, such as high disposable income, internet penetration, and technological advancements, have also contributed to the growth of the market.

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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