Mobile Games - United States

  • United States
  • Revenue in the Mobile Games market is projected to reach €18.18bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.49%, resulting in a projected market volume of €24.90bn by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 193.8m users by 2029.
  • User penetration will be 48.0% in 2024 and is expected to hit 55.3% by 2029.
  • In global comparison, most revenue will be generated in China (€32,140.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to €110.90 in 2024.

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

 
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Analyst Opinion

The Mobile Games market in United States has experienced significant growth in recent years, driven by changing customer preferences and the increasing availability of smartphones and high-speed internet connections.

Customer preferences:
Customers in the United States have shown a strong preference for mobile gaming, with a growing number of people of all ages and demographics turning to their smartphones for entertainment. This shift in preferences can be attributed to the convenience and portability of mobile devices, as well as the wide variety of games available on app stores. Additionally, the rise of social gaming and multiplayer experiences has also contributed to the popularity of mobile games in the country.

Trends in the market:
One of the key trends in the Mobile Games market in United States is the increasing popularity of casual and hyper-casual games. These games are easy to learn and play, making them appealing to a wide audience. Additionally, the rise of in-app purchases and microtransactions has become a common monetization strategy for mobile game developers. This trend has allowed developers to offer free-to-play games while generating revenue through the sale of virtual goods or additional content. Another trend in the market is the growing demand for augmented reality (AR) and virtual reality (VR) games. With the introduction of technologies like Apple's ARKit and Google's ARCore, developers have been able to create immersive gaming experiences that blend the real world with virtual elements. This has opened up new possibilities for mobile gaming and has attracted a dedicated fan base.

Local special circumstances:
The United States has a highly developed mobile infrastructure, with widespread access to high-speed internet and a large smartphone user base. This has created a favorable environment for the growth of the Mobile Games market. Additionally, the country has a strong gaming culture, with a large number of dedicated gamers and gaming communities. This has contributed to the success of mobile games in the country.

Underlying macroeconomic factors:
The strong performance of the United States economy has also played a role in the growth of the Mobile Games market. With a high disposable income and a strong consumer market, people in the United States have the financial means to invest in mobile games and in-app purchases. Additionally, the country has a highly developed technology sector, with many of the leading mobile game developers and publishers based in the United States. This has created a favorable environment for innovation and growth in the industry.

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.

Vue d’ensemble

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