Card Games - United States

  • United States
  • The Card Games market in the United States is expected to experience significant growth in the coming years.
  • By 2022, the total revenue in this market is projected to reach a staggering €4.92bn.
  • This substantial figure is a testament to the popularity and demand for card games in the country.
  • Furthermore, the market is anticipated to display a healthy annual growth rate of 13.53% from 2022 to 2027, resulting in a projected market volume of €10.77bn by 2027.
  • This steady growth indicates a promising future for the Card Games market in the United States.
  • When considering the different revenue sources within the Card Games market, in-app purchases (IAP) are expected to contribute significantly.
  • In 2022, IAP revenue is projected to reach €1,011.00m.
  • This highlights the popularity of in-app purchases as a revenue stream for card game developers.
  • Paid app revenue is also expected to make a notable contribution to the market.
  • In 2022, paid app revenue in the Card Games market is projected to reach €10.11m.
  • This demonstrates the willingness of consumers to invest in paid card game applications.
  • Additionally, advertising revenue is projected to play a substantial role in the market.
  • In 2022, advertising revenue in the Card Games market is expected to reach €3,901.00m.
  • This shows the potential for card game developers to generate revenue through advertising partnerships.
  • In terms of user engagement, the number of downloads in the Card Games market is projected to reach 216.50m downloads in 2022.
  • This high number of downloads reflects the popularity and widespread use of card games among consumers.
  • Furthermore, the average revenue per download is currently estimated to be €22.74.
  • This figure demonstrates the profitability of the Card Games market, as it indicates the average amount of revenue generated per download.
  • When compared globally, it is evident that in the United States dominates the Card Games market.
  • In 2022, in the United States is projected to generate the highest revenue, amounting to €4.92bn.
  • This showcases the country's strong position in the global card game industry.
  • Overall, the Card Games market in the United States is poised for significant growth, driven by factors such as in-app purchases, paid app revenue, advertising revenue, and a substantial number of downloads.
  • With its strong revenue projections and dominant position in the global market, in the United States is a key player in the Card Games market industry.

Key regions: China, Europe, Asia, Germany, India

Comparaison de régions

Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.


Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.


In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Vue d’ensemble

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