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Video Game Market in US 2024-2028

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    Report

  • 141 Pages
  • October 2024
  • Region: United States
  • TechNavio
  • ID: 5241129
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The video game market in us is forecasted to grow by USD 29.9 billion during 2023-2028, accelerating at a CAGR of 12.7% during the forecast period. The report on the video game market in us provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by rising penetration of smartphones and improving internet access, evolution of pc and console gaming industry, and increasing popularity of e-sports tournaments.

The video game market in us is segmented as below:

By Platform

  • Mobile devices
  • Consoles
  • Computing devices

By Type

  • Offline
  • Online

By Geographical Landscape

  • North America
This study identifies the increasing popularity of gaming among women as one of the prime reasons driving the video game market in us growth during the next few years. Also, prominence of gaas and increasing adoption of cross-platform play will lead to sizable demand in the market.

The report on the video game market in us covers the following areas:

  • Video Game Market in US sizing
  • Video Game Market in US forecast
  • Video Game Market in US industry analysis
A robust vendor analysis within the report is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading video game market in us vendors that include Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., Embracer Group AB, 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., and Warner Bros Discovery Inc. Also, the video game market in us analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

The report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary
1.1 Market overview
  • Executive Summary - Chart on Market Overview
  • Executive Summary - Data Table on Market Overview
  • Executive Summary - Chart on Country Market Characteristics
  • Executive Summary - Chart on Market Segmentation by Platform
  • Executive Summary - Chart on Market Segmentation by Type
  • Executive Summary - Chart on Company Market Positioning
2 Market Landscape
2.1 Market ecosystem
  • Parent Market
  • Data Table on - Parent Market
2.2 Market characteristics
  • Market characteristics analysis
2.3 Value chain analysis
  • Value Chain Analysis
3 Market Sizing
3.1 Market definition
  • Offerings of companies included in the market definition
3.2 Market segment analysis
  • Market segments
3.3 Market size 2023
3.4 Market outlook: Forecast for 2023-2028
  • Chart on US - Market size and forecast 2023-2028 ($ billion)
  • Data Table on US - Market size and forecast 2023-2028 ($ billion)
  • Chart on US: Year-over-year growth 2023-2028 (%)
  • Data Table on US: Year-over-year growth 2023-2028 (%)
4 Historic Market Size
4.1 Video Game Market in US 2018 - 2022
  • Historic Market Size - Data Table on Video Game Market in US 2018 - 2022 ($ billion)
4.2 Platform segment analysis 2018 - 2022
  • Historic Market Size - Platform Segment 2018 - 2022 ($ billion)
4.3 Type segment analysis 2018 - 2022
  • Historic Market Size - Type Segment 2018 - 2022 ($ billion)
5 Five Forces Analysis
5.1 Five forces summary
  • Five forces analysis - Comparison between 2023 and 2028
5.2 Bargaining power of buyers
  • Bargaining power of buyers - Impact of key factors 2023 and 2028
5.3 Bargaining power of suppliers
  • Bargaining power of suppliers - Impact of key factors in 2023 and 2028
5.4 Threat of new entrants
  • Threat of new entrants - Impact of key factors in 2023 and 2028
5.5 Threat of substitutes
  • Threat of substitutes - Impact of key factors in 2023 and 2028
5.6 Threat of rivalry
  • Threat of rivalry - Impact of key factors in 2023 and 2028
5.7 Market condition
  • Chart on Market condition - Five forces 2023 and 2028
6 Market Segmentation by Platform
6.1 Market segments
  • Chart on Platform - Market share 2023-2028 (%)
  • Data Table on Platform - Market share 2023-2028 (%)
6.2 Comparison by Platform
  • Chart on Comparison by Platform
  • Data Table on Comparison by Platform
6.3 Mobile devices - Market size and forecast 2023-2028
  • Chart on Mobile devices - Market size and forecast 2023-2028 ($ billion)
  • Data Table on Mobile devices - Market size and forecast 2023-2028 ($ billion)
  • Chart on Mobile devices - Year-over-year growth 2023-2028 (%)
  • Data Table on Mobile devices - Year-over-year growth 2023-2028 (%)
6.4 Consoles - Market size and forecast 2023-2028
  • Chart on Consoles - Market size and forecast 2023-2028 ($ billion)
  • Data Table on Consoles - Market size and forecast 2023-2028 ($ billion)
  • Chart on Consoles - Year-over-year growth 2023-2028 (%)
  • Data Table on Consoles - Year-over-year growth 2023-2028 (%)
6.5 Computing devices - Market size and forecast 2023-2028
  • Chart on Computing devices - Market size and forecast 2023-2028 ($ billion)
  • Data Table on Computing devices - Market size and forecast 2023-2028 ($ billion)
  • Chart on Computing devices - Year-over-year growth 2023-2028 (%)
  • Data Table on Computing devices - Year-over-year growth 2023-2028 (%)
6.6 Market opportunity by Platform
  • Market opportunity by Platform ($ billion)
  • Data Table on Market opportunity by Platform ($ billion)
7 Market Segmentation by Type
7.1 Market segments
  • Chart on Type - Market share 2023-2028 (%)
  • Data Table on Type - Market share 2023-2028 (%)
7.2 Comparison by Type
  • Chart on Comparison by Type
  • Data Table on Comparison by Type
7.3 Offline - Market size and forecast 2023-2028
  • Chart on Offline - Market size and forecast 2023-2028 ($ billion)
  • Data Table on Offline - Market size and forecast 2023-2028 ($ billion)
  • Chart on Offline - Year-over-year growth 2023-2028 (%)
  • Data Table on Offline - Year-over-year growth 2023-2028 (%)
7.4 Online - Market size and forecast 2023-2028
  • Chart on Online - Market size and forecast 2023-2028 ($ billion)
  • Data Table on Online - Market size and forecast 2023-2028 ($ billion)
  • Chart on Online - Year-over-year growth 2023-2028 (%)
  • Data Table on Online - Year-over-year growth 2023-2028 (%)
7.5 Market opportunity by Type
  • Market opportunity by Type ($ billion)
  • Data Table on Market opportunity by Type ($ billion)
8 Customer Landscape
8.1 Customer landscape overview
  • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
9 Drivers, Challenges, and Opportunity/Restraints
9.1 Market drivers
9.2 Market challenges
9.3 Impact of drivers and challenges
  • Impact of drivers and challenges in 2023 and 2028
9.4 Market opportunities/restraints
10 Competitive Landscape
10.1 Overview
10.2 Competitive Landscape
  • Overview on criticality of inputs and factors of differentiation
10.3 Landscape disruption
  • Overview on factors of disruption
10.4 Industry risks
  • Impact of key risks on business
11 Competitive Analysis
11.1 Companies profiled
  • Companies covered
11.2 Market positioning of companies
  • Matrix on companies position and classification
11.3 Activision Blizzard Inc.
  • Activision Blizzard Inc. - Overview
  • Activision Blizzard Inc. - Business segments
  • Activision Blizzard Inc. - Key news
  • Activision Blizzard Inc. - Key offerings
  • Activision Blizzard Inc. - Segment focus
11.4 Apple Inc.
  • Apple Inc. - Overview
  • Apple Inc. - Business segments
  • Apple Inc. - Key news
  • Apple Inc. - Key offerings
  • Apple Inc. - Segment focus
11.5 Bandai Namco Holdings Inc.
  • Bandai Namco Holdings Inc. - Overview
  • Bandai Namco Holdings Inc. - Business segments
  • Bandai Namco Holdings Inc. - Key offerings
  • Bandai Namco Holdings Inc. - Segment focus
11.6 Electronic Arts Inc.
  • Electronic Arts Inc. - Overview
  • Electronic Arts Inc. - Product / Service
  • Electronic Arts Inc. - Key offerings
11.7 Epic Games Inc.
  • Epic Games Inc. - Overview
  • Epic Games Inc. - Product / Service
  • Epic Games Inc. - Key offerings
11.8 Microsoft Corp.
  • Microsoft Corp. - Overview
  • Microsoft Corp. - Business segments
  • Microsoft Corp. - Key news
  • Microsoft Corp. - Key offerings
  • Microsoft Corp. - Segment focus
11.9 NetEase Inc.
  • NetEase Inc. - Overview
  • NetEase Inc. - Business segments
  • NetEase Inc. - Key offerings
  • NetEase Inc. - Segment focus
11.10 Nintendo Co. Ltd.
  • Nintendo Co. Ltd. - Overview
  • Nintendo Co. Ltd. - Product / Service
  • Nintendo Co. Ltd. - Key offerings
11.11 Roblox Corp.
  • Roblox Corp. - Overview
  • Roblox Corp. - Product / Service
  • Roblox Corp. - Key offerings
11.12 Sony Group Corp.
  • Sony Group Corp. - Overview
  • Sony Group Corp. - Business segments
  • Sony Group Corp. - Key offerings
  • Sony Group Corp. - Segment focus
11.13 Take Two Interactive Software Inc.
  • Take Two Interactive Software Inc. - Overview
  • Take Two Interactive Software Inc. - Product / Service
  • Take Two Interactive Software Inc. - Key news
  • Take Two Interactive Software Inc. - Key offerings
11.14 The Walt Disney Co.
  • The Walt Disney Co. - Overview
  • The Walt Disney Co. - Business segments
  • The Walt Disney Co. - Key news
  • The Walt Disney Co. - Key offerings
  • The Walt Disney Co. - Segment focus
11.15 Ubisoft Entertainment SA
  • Ubisoft Entertainment SA - Overview
  • Ubisoft Entertainment SA - Business segments
  • Ubisoft Entertainment SA - Key news
  • Ubisoft Entertainment SA - Key offerings
  • Ubisoft Entertainment SA - Segment focus
11.16 Valve Corp.
  • Valve Corp. - Overview
  • Valve Corp. - Product / Service
  • Valve Corp. - Key offerings
11.17 Warner Bros Discovery Inc.
  • Warner Bros Discovery Inc. - Overview
  • Warner Bros Discovery Inc. - Business segments
  • Warner Bros Discovery Inc. - Key news
  • Warner Bros Discovery Inc. - Key offerings
  • Warner Bros Discovery Inc. - Segment focus
12 Appendix
12.1 Scope of the report
12.2 Inclusions and exclusions checklist
  • Inclusions checklist
  • Exclusions checklist
12.3 Currency conversion rates for US$
  • Currency conversion rates for US$
12.4 Research methodology
  • Research methodology
12.5 Data procurement
  • Information sources
12.6 Data validation
  • Data validation
12.7 Validation techniques employed for market sizing
  • Validation techniques employed for market sizing
12.8 Data synthesis
  • Data synthesis
12.9 360 degree market analysis
  • 360 degree market analysis
12.10 List of abbreviations
  • List of abbreviations
List of Exhibits
Exhibits 1: Executive Summary - Chart on Market Overview
Exhibits 2: Executive Summary - Data Table on Market Overview
Exhibits 3: Executive Summary - Chart on Country Market Characteristics
Exhibits 4: Executive Summary - Chart on Market Segmentation by Platform
Exhibits 5: Executive Summary - Chart on Market Segmentation by Type
Exhibits 6: Executive Summary - Chart on Company Market Positioning
Exhibits 7: Parent Market
Exhibits 8: Data Table on - Parent Market
Exhibits 9: Market characteristics analysis
Exhibits 10: Value Chain Analysis
Exhibits 11: Offerings of companies included in the market definition
Exhibits 12: Market segments
Exhibits 13: Chart on US - Market size and forecast 2023-2028 ($ billion)
Exhibits 14: Data Table on US - Market size and forecast 2023-2028 ($ billion)
Exhibits 15: Chart on US: Year-over-year growth 2023-2028 (%)
Exhibits 16: Data Table on US: Year-over-year growth 2023-2028 (%)
Exhibits 17: Historic Market Size - Data Table on Video Game Market in US 2018 - 2022 ($ billion)
Exhibits 18: Historic Market Size - Platform Segment 2018 - 2022 ($ billion)
Exhibits 19: Historic Market Size - Type Segment 2018 - 2022 ($ billion)
Exhibits 20: Five forces analysis - Comparison between 2023 and 2028
Exhibits 21: Bargaining power of buyers - Impact of key factors 2023 and 2028
Exhibits 22: Bargaining power of suppliers - Impact of key factors in 2023 and 2028
Exhibits 23: Threat of new entrants - Impact of key factors in 2023 and 2028
Exhibits 24: Threat of substitutes - Impact of key factors in 2023 and 2028
Exhibits 25: Threat of rivalry - Impact of key factors in 2023 and 2028
Exhibits 26: Chart on Market condition - Five forces 2023 and 2028
Exhibits 27: Chart on Platform - Market share 2023-2028 (%)
Exhibits 28: Data Table on Platform - Market share 2023-2028 (%)
Exhibits 29: Chart on Comparison by Platform
Exhibits 30: Data Table on Comparison by Platform
Exhibits 31: Chart on Mobile devices - Market size and forecast 2023-2028 ($ billion)
Exhibits 32: Data Table on Mobile devices - Market size and forecast 2023-2028 ($ billion)
Exhibits 33: Chart on Mobile devices - Year-over-year growth 2023-2028 (%)
Exhibits 34: Data Table on Mobile devices - Year-over-year growth 2023-2028 (%)
Exhibits 35: Chart on Consoles - Market size and forecast 2023-2028 ($ billion)
Exhibits 36: Data Table on Consoles - Market size and forecast 2023-2028 ($ billion)
Exhibits 37: Chart on Consoles - Year-over-year growth 2023-2028 (%)
Exhibits 38: Data Table on Consoles - Year-over-year growth 2023-2028 (%)
Exhibits 39: Chart on Computing devices - Market size and forecast 2023-2028 ($ billion)
Exhibits 40: Data Table on Computing devices - Market size and forecast 2023-2028 ($ billion)
Exhibits 41: Chart on Computing devices - Year-over-year growth 2023-2028 (%)
Exhibits 42: Data Table on Computing devices - Year-over-year growth 2023-2028 (%)
Exhibits 43: Market opportunity by Platform ($ billion)
Exhibits 44: Data Table on Market opportunity by Platform ($ billion)
Exhibits 45: Chart on Type - Market share 2023-2028 (%)
Exhibits 46: Data Table on Type - Market share 2023-2028 (%)
Exhibits 47: Chart on Comparison by Type
Exhibits 48: Data Table on Comparison by Type
Exhibits 49: Chart on Offline - Market size and forecast 2023-2028 ($ billion)
Exhibits 50: Data Table on Offline - Market size and forecast 2023-2028 ($ billion)
Exhibits 51: Chart on Offline - Year-over-year growth 2023-2028 (%)
Exhibits 52: Data Table on Offline - Year-over-year growth 2023-2028 (%)
Exhibits 53: Chart on Online - Market size and forecast 2023-2028 ($ billion)
Exhibits 54: Data Table on Online - Market size and forecast 2023-2028 ($ billion)
Exhibits 55: Chart on Online - Year-over-year growth 2023-2028 (%)
Exhibits 56: Data Table on Online - Year-over-year growth 2023-2028 (%)
Exhibits 57: Market opportunity by Type ($ billion)
Exhibits 58: Data Table on Market opportunity by Type ($ billion)
Exhibits 59: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Exhibits 60: Impact of drivers and challenges in 2023 and 2028
Exhibits 61: Overview on criticality of inputs and factors of differentiation
Exhibits 62: Overview on factors of disruption
Exhibits 63: Impact of key risks on business
Exhibits 64: Companies covered
Exhibits 65: Matrix on companies position and classification
Exhibits 66: Activision Blizzard Inc. - Overview
Exhibits 67: Activision Blizzard Inc. - Business segments
Exhibits 68: Activision Blizzard Inc. - Key news
Exhibits 69: Activision Blizzard Inc. - Key offerings
Exhibits 70: Activision Blizzard Inc. - Segment focus
Exhibits 71: Apple Inc. - Overview
Exhibits 72: Apple Inc. - Business segments
Exhibits 73: Apple Inc. - Key news
Exhibits 74: Apple Inc. - Key offerings
Exhibits 75: Apple Inc. - Segment focus
Exhibits 76: Bandai Namco Holdings Inc. - Overview
Exhibits 77: Bandai Namco Holdings Inc. - Business segments
Exhibits 78: Bandai Namco Holdings Inc. - Key offerings
Exhibits 79: Bandai Namco Holdings Inc. - Segment focus
Exhibits 80: Electronic Arts Inc. - Overview
Exhibits 81: Electronic Arts Inc. - Product / Service
Exhibits 82: Electronic Arts Inc. - Key offerings
Exhibits 83: Epic Games Inc. - Overview
Exhibits 84: Epic Games Inc. - Product / Service
Exhibits 85: Epic Games Inc. - Key offerings
Exhibits 86: Microsoft Corp. - Overview
Exhibits 87: Microsoft Corp. - Business segments
Exhibits 88: Microsoft Corp. - Key news
Exhibits 89: Microsoft Corp. - Key offerings
Exhibits 90: Microsoft Corp. - Segment focus
Exhibits 91: NetEase Inc. - Overview
Exhibits 92: NetEase Inc. - Business segments
Exhibits 93: NetEase Inc. - Key offerings
Exhibits 94: NetEase Inc. - Segment focus
Exhibits 95: Nintendo Co. Ltd. - Overview
Exhibits 96: Nintendo Co. Ltd. - Product / Service
Exhibits 97: Nintendo Co. Ltd. - Key offerings
Exhibits 98: Roblox Corp. - Overview
Exhibits 99: Roblox Corp. - Product / Service
Exhibits 100: Roblox Corp. - Key offerings
Exhibits 101: Sony Group Corp. - Overview
Exhibits 102: Sony Group Corp. - Business segments
Exhibits 103: Sony Group Corp. - Key offerings
Exhibits 104: Sony Group Corp. - Segment focus
Exhibits 105: Take Two Interactive Software Inc. - Overview
Exhibits 106: Take Two Interactive Software Inc. - Product / Service
Exhibits 107: Take Two Interactive Software Inc. - Key news
Exhibits 108: Take Two Interactive Software Inc. - Key offerings
Exhibits 109: The Walt Disney Co. - Overview
Exhibits 110: The Walt Disney Co. - Business segments
Exhibits 111: The Walt Disney Co. - Key news
Exhibits 112: The Walt Disney Co. - Key offerings
Exhibits 113: The Walt Disney Co. - Segment focus
Exhibits 114: Ubisoft Entertainment SA - Overview
Exhibits 115: Ubisoft Entertainment SA - Business segments
Exhibits 116: Ubisoft Entertainment SA - Key news
Exhibits 117: Ubisoft Entertainment SA - Key offerings
Exhibits 118: Ubisoft Entertainment SA - Segment focus
Exhibits 119: Valve Corp. - Overview
Exhibits 120: Valve Corp. - Product / Service
Exhibits 121: Valve Corp. - Key offerings
Exhibits 122: Warner Bros Discovery Inc. - Overview
Exhibits 123: Warner Bros Discovery Inc. - Business segments
Exhibits 124: Warner Bros Discovery Inc. - Key news
Exhibits 125: Warner Bros Discovery Inc. - Key offerings
Exhibits 126: Warner Bros Discovery Inc. - Segment focus
Exhibits 127: Inclusions checklist
Exhibits 128: Exclusions checklist
Exhibits 129: Currency conversion rates for US$
Exhibits 130: Research methodology
Exhibits 131: Information sources
Exhibits 132: Data validation
Exhibits 133: Validation techniques employed for market sizing
Exhibits 134: Data synthesis
Exhibits 135: 360 degree market analysis
Exhibits 136: List of abbreviations

Executive Summary

The following companies are recognized as the key players in the video game market in us: Activision Blizzard Inc., Apple Inc., Bandai Namco Holdings Inc., CyberAgent Inc., Electronic Arts Inc., Embracer Group AB, 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., and Warner Bros Discovery Inc..

Commenting on the report, an analyst from the research team said: "The latest trend gaining momentum in the market is increasing popularity of gaming among women."

According to the report, one of the major drivers for this market is the rising penetration of smartphones and improving internet access.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Activision Blizzard Inc.
  • Apple Inc.
  • Bandai Namco Holdings Inc.
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • Embracer Group AB
  • 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.