Online Games - United States

  • United States
  • Revenue in the Online Games market market in the United States is forecasted to reach €5.27bn in 2024.
  • The revenue is anticipated to demonstrate a Compound Annual Growth Rate (CAGR 2024-2029) of 4.64%, leading to an estimated market volume of €6.61bn by 2029.
  • By 2029, the number of users in the Online Games market market in the United States is expected to reach 80.6m users.
  • User penetration is projected to be 22.2% in 2024 and is forecasted to increase to 23.0% by 2029.
  • When compared globally, the majority of revenue will be generated in China ( €6,057.00m in 2024).
  • The Average Revenue Per User (ARPU) in the Online Games market market in the United States is estimated to be €69.47 in 2024.
  • The United States is experiencing a surge in online gaming platforms, transforming the media market with interactive and engaging content for users nationwide.

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

 
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Analyst Opinion

The Online Games market in United States has been experiencing significant growth in recent years, driven by the increasing popularity of gaming among consumers.

Customer preferences:
Customers in the United States have shown a strong preference for online games due to their convenience and accessibility. The rise of smartphones and tablets has made it easier for people to play games on the go, leading to a surge in mobile gaming. Additionally, the emergence of cloud gaming platforms has allowed players to stream games directly to their devices, eliminating the need for expensive gaming consoles or high-end PCs.

Trends in the market:
One of the key trends in the online games market in United States is the growing popularity of multiplayer online games. These games allow players to interact and compete with each other in virtual worlds, creating a sense of community and social engagement. This trend is fueled by the increasing availability of high-speed internet connections, which enable seamless online gameplay. Furthermore, the rise of esports has also contributed to the growth of the online games market, as competitive gaming tournaments attract millions of viewers and generate significant revenue. Another trend in the market is the increasing adoption of virtual reality (VR) technology. VR gaming provides a more immersive and realistic experience for players, enhancing their overall gaming experience. The launch of VR headsets such as Oculus Rift and HTC Vive has sparked interest among consumers, leading to a growing demand for VR games.

Local special circumstances:
The United States has a well-established gaming industry, with several major game developers and publishers headquartered in the country. This has created a favorable environment for the growth of the online games market, as these companies have the resources and expertise to develop high-quality games that appeal to a wide range of consumers. Additionally, the United States has a large and diverse population, providing a large customer base for online games.

Underlying macroeconomic factors:
The strong economy in the United States has contributed to the growth of the online games market. As consumers have more disposable income, they are more willing to spend money on entertainment and leisure activities, including online games. Furthermore, the increasing penetration of internet services across the country has made online gaming more accessible to a larger portion of the population. In conclusion, the online games market in United States is experiencing robust growth due to customer preferences for convenience and accessibility, as well as the emergence of multiplayer online games and virtual reality technology. The presence of a well-established gaming industry and a strong economy further support 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.

Vue d’ensemble

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