US - Video Game Market by Platform and Type - Forecast and Analysis 2023-2027

Published: Oct 2023 Pages: 132 SKU: IRTNTR70102

US Video Game Market Forecast 2023-2027

The US video game market size is forecast to increase by USD 22.99 billion at a CAGR of 11.13% between 2022 and 2027. The growth of the market depends on several factors, such as the rising penetration of smartphones and improving internet access, the evolution of the PC and console gaming industry, and the increasing popularity of eSports tournaments. The popularity of mobile gaming has significantly contributed to the growth of the US video game market, and the most popular video game genres in the US include action, shooter, sports, and role-playing games. This market research and growth report includes an in-depth analysis of the key market drivers, trends, and challenges. 

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In the US video game market, online games and download games, along with subscription-based services like Google Stadia, cater to a diverse audience, including casual gamers and consumers, with B2C enterprises offering digital video games and mobile games through gaming networks, leveraging the popularity of online gaming and 3D games, driven by the penetration of smartphones, especially technologically advanced smartphones, expanding the customer base and the number of video gamers.

Market Segmentation

In the US video game market, the mobile devices segment thrives on the widespread penetration of smartphones. With technologically advanced smartphones becoming ubiquitous, the customer base for mobile gaming continues to expand rapidly. The increasing number of video gamers, fueled by population growth and changing demographics, contributes to the segment's success. Mobile devices offer unparalleled accessibility, allowing gamers to engage in gaming experiences anytime, anywhere. Moreover, mobile gaming fosters social interaction among players, bridging gaps across demographics and enhancing connectivity. As the birthplace of iconic games like Atari and Pong, the US has a rich history of commercial success in the video game industry. Looking ahead, the market outlook for the mobile devices segment remains promising, driven by social interplay, cultural reputation, and the unwavering enthusiasm of game enthusiasts.

Platform Analysis

The mobile devices segment is estimated to witness significant growth during the forecast period. Factors such as a growing number of consumers using their smartphones and tablets as their primary gaming platforms are fuelling the growth of this segment. The users of this segment are smaller in scale and the consoles are less complex when compared to  PC games.

Figure 2: Market by Platform (2017-2027)

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The mobile devices segment was the largest segment and was valued at USD 9.10 billion in 2017. Due to its less complexity, there is an increasing adoption of this segment across a wide range of audiences, including casual gamers who are looking for quick and easy entertainment on the go. The main advantage of this segment is that it is relatively easy to distribute, with users able to download it from app stores, including the Apple App Store or Google Play. Additionally, the diversity of titles available is also fuelling the growth of this segment. Hence, such factors are expected to fuel the growth of the mobile devices segment, which in turn will drive the market growth during the forecast period.

Market Dynamics

Our researchers analyzed the data with 2022 as the base year, along with the key market growth analysis, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.

Key Market Drivers

One of the key factors driving the market is the increasing popularity of eSports tournaments. There is an increasing participation by pro gamers in several multiplayer video game competitions known as eSports tournaments. These tournaments take place on eSports tournaments online platforms which eliminates geographical and temporal limitations.

Moreover, there is an increase in funding for these tournaments by several technological giants such as  Intel, Micro-Star INT'L, and Logitech.  As a result, various enterprises are encouraged to invest in eSports to cater to the increasing demand. Hence, such factors positively impact the market. Therefore, it is expected to drive the market growth during the forecast period.

Significant Market Trends

A key factor shaping the market is the increasing popularity of gaming among women. There has been a significant shift in gaming demographics in the US over the years. Earlier, the traditional market used to be dominated by men whereas there has been an increase in female participation in video game tournaments over the years.

Moreover, the increase in female gamers is fuelled by the growing prevalence of mobile gaming. As a result, several game developers are identifying the requirement to create games that cater to a broader audience, which results in more diverse game offerings. Hence, such factors are positively impacting the market which in turn will drive the market growth during the forecast period.

Major Market Challenges

The adverse health effects of gaming are the key challenges hindering the market. There has been a growing concern regarding gaming addiction across the US population over the last few years. Due to the increase in gaming addiction among the population, people tend to become physically inactive, which over time, makes them them vulnerable to a variety of health issues, including carpal tunnel syndrome, headaches and migraines, and sleep difficulties. 

Moreover, the increase in gaming addiction leads to long hours spent playing video games resulting in rising cases of childhood obesity. Genetics, a lack of exercise, poor eating habits, hormonal issues, or a combination of these things are some of the factors fuelling the rise in childhood obesity. Hence, such factors are negatively impacting the market which in turn will hinder the market growth during the forecast period.

Market Companies and Competitive Insights

Companies are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, product/service launches, and market growth and trends to enhance their presence in the market.

Activision Blizzard Inc: The company offers video games such as Candy Crush, Call of Duty, World of Warcraft, Overwatch, Hearthstone, and Diablo, delivering interactive gaming and entertainment experiences.

The research report also includes detailed analyses of the competitive landscape of the market and information about 20 market companies, including Apple Inc., CyberAgent Inc., Electronic Arts Inc., Epic Games Inc., Microsoft Corp., NetEase Inc., NEXON Co Ltd., Nintendo Co. Ltd., Roblox Corp., Sega Sammy Holdings Inc., Sony Group Corp., Square Enix Holdings Co. Ltd., Take Two Interactive Software Inc., The Walt Disney Co., Ubisoft Entertainment SA, Valve Corp., Warner Bros Discovery Inc., Bandai Namco Holdings Inc., and Embracer Group AB

Qualitative and quantitative analysis of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.

Market Analyst Overview

The market is driven by the flourishing online gaming sector, fueled by high-bandwidth network connectivity and technologically advanced smartphones. A growing customer base of avid video gamers is influenced by population growth, enhanced accessibility, and cultural acceptance, leading to mainstream popularity. From 3D games to multiplayer online battle arenas and first-person shooter games, social interaction thrives in captivating virtual worlds. Internet penetration drives the market share and revenue, particularly in the console device segment. The release of free-to-play games like 1C Entertainment, Inflexion Games. Super Mega Baseball 4, FIFA 22 engage millions, while online casual gaming sectors democratize access to gaming content. Key players like AT&T, NVIDIA Corp, and others contribute to the market's growth with investments in 5G networks and a plethora of free-to-play titles.

The market continues to flourish, with a significant portion of revenue coming from subscription-based services like Google Stadia. B2C enterprises dominate the market, offering a diverse range of digital video games including online, download, and mobile games. The number of video gamers is continuously growing, fueled by the popularity of gaming networks and the rich history of the US as the birthplace of games, from Atari to Pong. Commercial success is evident, reflecting a positive market outlook. Social interplay and cultural reputation further enhance the experience for game enthusiasts, making the US a thriving hub for the entertainment industries.

US  Video Game Market Scope

Report Coverage

Details

Page number

132

Base year

2022

Historic period

2017-2021

Forecast period

2023-2027

Growth momentum & CAGR

Accelerate at a CAGR of 11.13%

market growth 2023-2027

USD 22.99 billion

market structure

Fragmented

YoY growth 2022-2023(%)

10.37

Competitive landscape

Leading Companies, market Positioning of Companies, Competitive Strategies, and Industry Risks

Key companies profiled

Activision Blizzard Inc., Apple Inc., CyberAgent Inc., Electronic Arts Inc., Epic Games Inc., Microsoft Corp., NetEase Inc., NEXON Co Ltd., Nintendo Co. Ltd., Roblox Corp., Sega Sammy Holdings Inc., Sony Group Corp., Square Enix Holdings Co. Ltd., Take Two Interactive Software Inc., The Walt Disney Co., Ubisoft Entertainment SA, Valve Corp., Warner Bros Discovery Inc., Bandai Namco Holdings Inc., and Embracer Group AB

market dynamics

Parent market analysis, Market forecasting ,market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and market condition analysis for the forecast period.

Customization purview

If our market report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

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What are the Key Data Covered in this Market Research Report?

  • CAGR of the market during the forecast period
  • Market analysis and report on factors that will drive the market growth and forecasting between 2023 and 2027
  • Precise estimation of the market size and its contribution to the market in focus on the parent market
  • Accurate predictions about upcoming market growth and market trends and analysis with changes in consumer behavior
  • A thorough analysis of the market’s competitive landscape and detailed information about companies
  • Comprehensive analysis of factors that will challenge the growth of market companies

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1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Country Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market Segmentation by Platform
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by Type
    • Exhibit 06: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 07: Parent market
    • Exhibit 08: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 09: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 10: Market segments
  • 3.3 Market size 2022
    • 3.4 Market outlook: Forecast for 2022-2027
      • Exhibit 11: Chart on US - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 12: Data Table on US - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 13: Chart on US: Year-over-year growth 2022-2027 (%)
      • Exhibit 14: Data Table on US: Year-over-year growth 2022-2027 (%)

    4 Historic Market Size

    • 4.1 Video game market in US 2017 - 2021
      • Exhibit 15: Historic Market Size – Data Table on video game market in US 2017 - 2021 ($ billion)
    • 4.2 Platform Segment Analysis 2017 - 2021
      • Exhibit 16: Historic Market Size – Platform Segment 2017 - 2021 ($ billion)
    • 4.3 Type Segment Analysis 2017 - 2021
      • Exhibit 17: Historic Market Size – Type Segment 2017 - 2021 ($ billion)

    5 Five Forces Analysis

    • 5.1 Five forces summary
      • Exhibit 18: Five forces analysis - Comparison between 2022 and 2027
    • 5.2 Bargaining power of buyers
      • Exhibit 19: Chart on Bargaining power of buyers – Impact of key factors 2022 and 2027
    • 5.3 Bargaining power of suppliers
      • Exhibit 20: Bargaining power of suppliers – Impact of key factors in 2022 and 2027
    • 5.4 Threat of new entrants
      • Exhibit 21: Threat of new entrants – Impact of key factors in 2022 and 2027
    • 5.5 Threat of substitutes
      • Exhibit 22: Threat of substitutes – Impact of key factors in 2022 and 2027
    • 5.6 Threat of rivalry
      • Exhibit 23: Threat of rivalry – Impact of key factors in 2022 and 2027
    • 5.7 Market condition
      • Exhibit 24: Chart on Market condition - Five forces 2022 and 2027

    6 Market Segmentation by Platform

    • 6.1 Market segments
      • Exhibit 25: Chart on Platform - Market share 2022-2027 (%)
      • Exhibit 26: Data Table on Platform - Market share 2022-2027 (%)
    • 6.2 Comparison by Platform
      • Exhibit 27: Chart on Comparison by Platform
      • Exhibit 28: Data Table on Comparison by Platform
    • 6.3 Mobile devices - Market size and forecast 2022-2027
      • Exhibit 29: Chart on Mobile devices - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 30: Data Table on Mobile devices - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 31: Chart on Mobile devices - Year-over-year growth 2022-2027 (%)
      • Exhibit 32: Data Table on Mobile devices - Year-over-year growth 2022-2027 (%)
    • 6.4 Consoles - Market size and forecast 2022-2027
      • Exhibit 33: Chart on Consoles - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 34: Data Table on Consoles - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 35: Chart on Consoles - Year-over-year growth 2022-2027 (%)
      • Exhibit 36: Data Table on Consoles - Year-over-year growth 2022-2027 (%)
    • 6.5 Computing devices - Market size and forecast 2022-2027
      • Exhibit 37: Chart on Computing devices - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 38: Data Table on Computing devices - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 39: Chart on Computing devices - Year-over-year growth 2022-2027 (%)
      • Exhibit 40: Data Table on Computing devices - Year-over-year growth 2022-2027 (%)
    • 6.6 Market opportunity by Platform
      • Exhibit 41: Market opportunity by Platform ($ billion)
      • Exhibit 42: Data Table on Market opportunity by Platform ($ billion)

    7 Market Segmentation by Type

    • 7.1 Market segments
      • Exhibit 43: Chart on Type - Market share 2022-2027 (%)
      • Exhibit 44: Data Table on Type - Market share 2022-2027 (%)
    • 7.2 Comparison by Type
      • Exhibit 45: Chart on Comparison by Type
      • Exhibit 46: Data Table on Comparison by Type
    • 7.3 Offline - Market size and forecast 2022-2027
      • Exhibit 47: Chart on Offline - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 48: Data Table on Offline - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 49: Chart on Offline - Year-over-year growth 2022-2027 (%)
      • Exhibit 50: Data Table on Offline - Year-over-year growth 2022-2027 (%)
    • 7.4 Online - Market size and forecast 2022-2027
      • Exhibit 51: Chart on Online - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 52: Data Table on Online - Market size and forecast 2022-2027 ($ billion)
      • Exhibit 53: Chart on Online - Year-over-year growth 2022-2027 (%)
      • Exhibit 54: Data Table on Online - Year-over-year growth 2022-2027 (%)
    • 7.5 Market opportunity by Type
      • Exhibit 55: Market opportunity by Type ($ billion)
      • Exhibit 56: Data Table on Market opportunity by Type ($ billion)

    8 Customer Landscape

    • 8.1 Customer landscape overview
      • Exhibit 57: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    9 Drivers, Challenges, and Trends

    • 9.1 Market drivers
      • 9.2 Market challenges
        • 9.3 Impact of drivers and challenges
          • Exhibit 58: Impact of drivers and challenges in 2022 and 2027
        • 9.4 Market trends

          10 Vendor Landscape

          • 10.1 Overview
            • 10.2 Vendor landscape
              • Exhibit 59: Overview on Criticality of inputs and Factors of differentiation
            • 10.3 Landscape disruption
              • Exhibit 60: Overview on factors of disruption
            • 10.4 Industry risks
              • Exhibit 61: Impact of key risks on business

            11 Vendor Analysis

            • 11.1 Vendors covered
              • Exhibit 62: Vendors covered
            • 11.2 Market positioning of vendors
              • Exhibit 63: Matrix on vendor position and classification
            • 11.3 Activision Blizzard Inc.
              • Exhibit 64: Activision Blizzard Inc. - Overview
              • Exhibit 65: Activision Blizzard Inc. - Business segments
              • Exhibit 66: Activision Blizzard Inc. - Key news
              • Exhibit 67: Activision Blizzard Inc. - Key offerings
              • Exhibit 68: Activision Blizzard Inc. - Segment focus
            • 11.4 Apple Inc.
              • Exhibit 69: Apple Inc. - Overview
              • Exhibit 70: Apple Inc. - Business segments
              • Exhibit 71: Apple Inc. - Key news
              • Exhibit 72: Apple Inc. - Key offerings
              • Exhibit 73: Apple Inc. - Segment focus
            • 11.5 Bandai Namco Holdings Inc.
              • Exhibit 74: Bandai Namco Holdings Inc. - Overview
              • Exhibit 75: Bandai Namco Holdings Inc. - Business segments
              • Exhibit 76: Bandai Namco Holdings Inc. - Key offerings
              • Exhibit 77: Bandai Namco Holdings Inc. - Segment focus
            • 11.6 Electronic Arts Inc.
              • Exhibit 78: Electronic Arts Inc. - Overview
              • Exhibit 79: Electronic Arts Inc. - Product / Service
              • Exhibit 80: Electronic Arts Inc. - Key offerings
            • 11.7 Epic Games Inc.
              • Exhibit 81: Epic Games Inc. - Overview
              • Exhibit 82: Epic Games Inc. - Product / Service
              • Exhibit 83: Epic Games Inc. - Key offerings
            • 11.8 Microsoft Corp.
              • Exhibit 84: Microsoft Corp. - Overview
              • Exhibit 85: Microsoft Corp. - Business segments
              • Exhibit 86: Microsoft Corp. - Key news
              • Exhibit 87: Microsoft Corp. - Key offerings
              • Exhibit 88: Microsoft Corp. - Segment focus
            • 11.9 NetEase Inc.
              • Exhibit 89: NetEase Inc. - Overview
              • Exhibit 90: NetEase Inc. - Business segments
              • Exhibit 91: NetEase Inc. - Key offerings
              • Exhibit 92: NetEase Inc. - Segment focus
            • 11.10 Nintendo Co. Ltd.
              • Exhibit 93: Nintendo Co. Ltd. - Overview
              • Exhibit 94: Nintendo Co. Ltd. - Product / Service
              • Exhibit 95: Nintendo Co. Ltd. - Key offerings
            • 11.11 Roblox Corp.
              • Exhibit 96: Roblox Corp. - Overview
              • Exhibit 97: Roblox Corp. - Product / Service
              • Exhibit 98: Roblox Corp. - Key offerings
            • 11.12 Sony Group Corp.
              • Exhibit 99: Sony Group Corp. - Overview
              • Exhibit 100: Sony Group Corp. - Business segments
              • Exhibit 101: Sony Group Corp. - Key news
              • Exhibit 102: Sony Group Corp. - Key offerings
              • Exhibit 103: Sony Group Corp. - Segment focus
            • 11.13 Take Two Interactive Software Inc.
              • Exhibit 104: Take Two Interactive Software Inc. - Overview
              • Exhibit 105: Take Two Interactive Software Inc. - Product / Service
              • Exhibit 106: Take Two Interactive Software Inc. - Key offerings
            • 11.14 The Walt Disney Co.
              • Exhibit 107: The Walt Disney Co. - Overview
              • Exhibit 108: The Walt Disney Co. - Business segments
              • Exhibit 109: The Walt Disney Co. - Key offerings
              • Exhibit 110: The Walt Disney Co. - Segment focus
            • 11.15 Ubisoft Entertainment SA
              • Exhibit 111: Ubisoft Entertainment SA - Overview
              • Exhibit 112: Ubisoft Entertainment SA - Business segments
              • Exhibit 113: Ubisoft Entertainment SA - Key news
              • Exhibit 114: Ubisoft Entertainment SA - Key offerings
              • Exhibit 115: Ubisoft Entertainment SA - Segment focus
            • 11.16 Valve Corp.
              • Exhibit 116: Valve Corp. - Overview
              • Exhibit 117: Valve Corp. - Product / Service
              • Exhibit 118: Valve Corp. - Key offerings
            • 11.17 Warner Bros Discovery Inc.
              • Exhibit 119: Warner Bros Discovery Inc. - Overview
              • Exhibit 120: Warner Bros Discovery Inc. - Business segments
              • Exhibit 121: Warner Bros Discovery Inc. - Key offerings
              • Exhibit 122: Warner Bros Discovery Inc. - Segment focus

            12 Appendix

            • 12.1 Scope of the report
              • 12.2 Inclusions and exclusions checklist
                • Exhibit 123: Inclusions checklist
                • Exhibit 124: Exclusions checklist
              • 12.3 Currency conversion rates for US$
                • Exhibit 125: Currency conversion rates for US$
              • 12.4 Research methodology
                • Exhibit 126: Research methodology
                • Exhibit 127: Validation techniques employed for market sizing
                • Exhibit 128: Information sources
              • 12.5 List of abbreviations
                • Exhibit 129: List of abbreviations

              Research Framework

              Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

              INFORMATION SOURCES

              Primary sources

              • Manufacturers and suppliers
              • Channel partners
              • Industry experts
              • Strategic decision makers

              Secondary sources

              • Industry journals and periodicals
              • Government data
              • Financial reports of key industry players
              • Historical data
              • Press releases

              DATA ANALYSIS

              Data Synthesis

              • Collation of data
              • Estimation of key figures
              • Analysis of derived insights

              Data Validation

              • Triangulation with data models
              • Reference against proprietary databases
              • Corroboration with industry experts

              REPORT WRITING

              Qualitative

              • Market drivers
              • Market challenges
              • Market trends
              • Five forces analysis

              Quantitative

              • Market size and forecast
              • Market segmentation
              • Geographical insights
              • Competitive landscape

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              video game market

              Key Questions Answered

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              • What are the key factors driving and challenging this market’s growth?
              • Who are the key market vendors and their growth strategies?
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              • What are the variables influencing the market growth in the primary regions?
              • What are the factors influencing the growth of the parent market?

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