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Games - United States

United States
  • In the United States, revenue in the Games market is projected to reach US$128.10bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.97%, leading to a projected market volume of US$188.00bn by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to reach US$128.10bn in 2024.
  • Within the Games market in the United States, the number of users is anticipated to amount to 229.6m users by 2029.
  • User penetration is forecasted to be 59.0% in 2024 and is expected to rise to 65.5% by 2029.
  • The average revenue per user (ARPU) in the United States is expected to amount to US$1.33k.
  • The United States is witnessing a significant surge in mobile gaming popularity, reshaping consumer engagement and advertising strategies within the Games in the Media market.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
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 Games market in United States has experienced significant growth in recent years, driven by the increasing popularity of gaming among consumers. Customer preferences have shifted towards digital gaming, with a growing demand for online multiplayer games and mobile gaming. This trend has been fueled by advancements in technology, such as high-speed internet connections and the widespread adoption of smartphones.

    Customer preferences:
    In the United States, customer preferences have shifted towards digital gaming platforms. This can be attributed to several factors, including the convenience of downloading games directly to devices and the ability to play online with friends and other players around the world. Online multiplayer games have gained popularity, offering immersive and interactive experiences that cater to the social aspect of gaming. Additionally, mobile gaming has seen significant growth, with the increasing availability of smartphones and tablets. The portability and accessibility of mobile devices have made gaming more accessible to a wider audience.

    Trends in the market:
    One of the key trends in the Games market in United States is the rise of esports. Esports refers to competitive video gaming, where professional players compete in organized tournaments. Esports has gained mainstream recognition and has become a lucrative industry, attracting millions of viewers and sponsorships from major brands. The United States has been at the forefront of the esports industry, hosting major tournaments and attracting top talent from around the world. Another trend in the market is the increasing integration of virtual reality (VR) and augmented reality (AR) technologies in gaming. VR and AR offer immersive and interactive experiences, allowing players to engage with virtual environments and characters in a more realistic way. This technology has gained traction in the gaming industry, with the release of VR headsets and AR-enabled mobile games. The United States has been a key market for VR and AR gaming, with consumers embracing these technologies for a more immersive gaming experience.

    Local special circumstances:
    The United States has a large and diverse gaming community, with a strong culture of gaming and a history of innovation in the industry. The country is home to many major gaming companies and studios, as well as a vibrant indie game development scene. This has created a unique gaming ecosystem, with a wide range of games catering to different interests and preferences. The United States also has a strong esports community, with professional teams and players competing at the highest level.

    Underlying macroeconomic factors:
    The growth of the Games market in United States can be attributed to several macroeconomic factors. The country has a strong economy and a high disposable income, allowing consumers to spend more on leisure activities such as gaming. The increasing availability of high-speed internet connections and the widespread adoption of smartphones have also played a significant role in driving the growth of the digital gaming market. Additionally, advancements in technology have made gaming more accessible and affordable, contributing to the overall growth of the market. In conclusion, the Games market in United States has experienced significant growth in recent years, driven by customer preferences for digital gaming, the rise of esports, and the integration of VR and AR technologies. The country's strong gaming culture, diverse gaming community, and favorable macroeconomic factors have contributed to the growth of the market.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company 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 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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    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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