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PUBLISHER: TechNavio | PRODUCT CODE: 1937191

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PUBLISHER: TechNavio | PRODUCT CODE: 1937191

Video Game Market In US 2026-2030

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PAGES: 180 Pages
DELIVERY TIME: 1-2 business days
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The video game market in us is forecasted to grow by USD 41.1 bn during 2025-2030, accelerating at a CAGR of 13.8% 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 growing demand for immersive experiences, rising adoption of cloud gaming, expanding mobile gaming engagement.

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 size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202612.4%
CAGR13.8%
Incremental Value$41.1 bn

Technavio's video game market in us is segmented as below:

By Platform

  • Mobile devices
  • Consoles
  • Computing devices

By Type

  • Offline
  • Online

By End-User

  • Casual gamers
  • Hardcore gamers
  • Esports enthusiasts

Geography

  • North America
    • US

This study identifies the independent game releases growing rapidly as one of the prime reasons driving the video game market in us growth during the next few years. Also, subscription gaming services expanding reach and rise of esports viewership across platforms 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

The robust vendor analysis 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 Apple Inc., BANDAI NAMCO Europe S.A.S, Electronic Arts Inc., Embracer Group AB, Epic Games Inc., Konami Group Corp., NEXON Co. Ltd., Nintendo Co. Ltd., Roblox Corp., Sega Corp., Sony Interactive Entertainment, Square Enix Limited, Take Two Interactive Software, Ubisoft Entertainment SA, Xbox Game Studios. 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 publisher 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.

Product Code: IRTNTR70102

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 Market Segmentation by End-user
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
    • Overview on criticality of inputs and factors of differentiation
  • 2.3 Factors of disruption
    • Overview on factors of disruption
  • 2.4 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Video Game Market in US 2020 - 2024
    • Historic Market Size - Data Table on Video Game Market in US 2020 - 2024 ($ billion)
  • 5.2 Platform segment analysis 2020 - 2024
    • Historic Market Size - Platform Segment 2020 - 2024 ($ billion)
  • 5.3 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ billion)
  • 5.4 End-user segment analysis 2020 - 2024
    • Historic Market Size - End-user Segment 2020 - 2024 ($ billion)

6 Qualitative Analysis

  • 6.1 AI Impact on Video Game Market in US

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Platform

  • 8.1 Market segments
  • 8.2 Comparison by Platform
  • 8.3 Mobile devices - Market size and forecast 2025-2030
  • 8.4 Consoles - Market size and forecast 2025-2030
  • 8.5 Computing devices - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Platform
    • Market opportunity by Platform ($ billion)

9 Market Segmentation by Type

  • 9.1 Market segments
  • 9.2 Comparison by Type
  • 9.3 Offline - Market size and forecast 2025-2030
  • 9.4 Online - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Type
    • Market opportunity by Type ($ billion)

10 Market Segmentation by End-user

  • 10.1 Market segments
  • 10.2 Comparison by End-user
  • 10.3 Casual gamers - Market size and forecast 2025-2030
  • 10.4 Hardcore gamers - Market size and forecast 2025-2030
  • 10.5 Esports enthusiasts - Market size and forecast 2025-2030
  • 10.6 Market opportunity by End-user
    • Market opportunity by End-user ($ billion)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Drivers, Challenges, and Opportunity

  • 12.1 Market drivers
    • Growing demand for immersive experiences
    • Rising adoption of cloud gaming
    • Expanding mobile gaming engagement
  • 12.2 Market challenges
    • Content saturation reducing player engagement
    • Platform fragmentation complicating game distribution
    • Increasing regulatory scrutiny on monetization
  • 12.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 12.4 Market opportunities
    • Independent game releases growing rapidly
    • Subscription gaming services expanding reach
    • Rise of Esports viewership across platforms

13 Competitive Landscape

  • 13.1 Overview
  • 13.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 13.3 Landscape disruption
    • Overview on factors of disruption
  • 13.4 Industry risks
    • Impact of key risks on business

14 Competitive Analysis

  • 14.1 Companies profiled
    • Companies covered
  • 14.2 Company ranking index
    • Company ranking index
  • 14.3 Market positioning of companies
    • Matrix on companies position and classification
  • 14.4 Apple Inc.
    • Apple Inc. - Overview
    • Apple Inc. - Business segments
    • Apple Inc. - Key news
    • Apple Inc. - Key offerings
    • Apple Inc. - Segment focus
    • SWOT
  • 14.5 BANDAI NAMCO Europe S.A.S
    • BANDAI NAMCO Europe S.A.S - Overview
    • BANDAI NAMCO Europe S.A.S - Product / Service
    • BANDAI NAMCO Europe S.A.S - Key offerings
    • SWOT
  • 14.6 Electronic Arts Inc.
    • Electronic Arts Inc. - Overview
    • Electronic Arts Inc. - Product / Service
    • Electronic Arts Inc. - Key offerings
    • SWOT
  • 14.7 Embracer Group AB
    • Embracer Group AB - Overview
    • Embracer Group AB - Business segments
    • Embracer Group AB - Key offerings
    • Embracer Group AB - Segment focus
    • SWOT
  • 14.8 Epic Games Inc.
    • Epic Games Inc. - Overview
    • Epic Games Inc. - Product / Service
    • Epic Games Inc. - Key offerings
    • SWOT
  • 14.9 Konami Group Corp.
    • Konami Group Corp. - Overview
    • Konami Group Corp. - Business segments
    • Konami Group Corp. - Key offerings
    • Konami Group Corp. - Segment focus
    • SWOT
  • 14.10 NEXON Co. Ltd.
    • NEXON Co. Ltd. - Overview
    • NEXON Co. Ltd. - Business segments
    • NEXON Co. Ltd. - Key offerings
    • NEXON Co. Ltd. - Segment focus
    • SWOT
  • 14.11 Nintendo Co. Ltd.
    • Nintendo Co. Ltd. - Overview
    • Nintendo Co. Ltd. - Product / Service
    • Nintendo Co. Ltd. - Key offerings
    • SWOT
  • 14.12 Roblox Corp.
    • Roblox Corp. - Overview
    • Roblox Corp. - Product / Service
    • Roblox Corp. - Key offerings
    • SWOT
  • 14.13 Sega Corp.
    • Sega Corp. - Overview
    • Sega Corp. - Product / Service
    • Sega Corp. - Key offerings
    • SWOT
  • 14.14 Sony Interactive Entertainment
    • Sony Interactive Entertainment - Overview
    • Sony Interactive Entertainment - Product / Service
    • Sony Interactive Entertainment - Key offerings
    • SWOT
  • 14.15 Square Enix Limited
    • Square Enix Limited - Overview
    • Square Enix Limited - Product / Service
    • Square Enix Limited - Key offerings
    • SWOT
  • 14.16 Take Two Interactive Software
    • Take Two Interactive Software - Overview
    • Take Two Interactive Software - Product / Service
    • Take Two Interactive Software - Key offerings
    • SWOT
  • 14.17 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
    • SWOT
  • 14.18 Xbox Game Studios
    • Xbox Game Studios - Overview
    • Xbox Game Studios - Product / Service
    • Xbox Game Studios - Key offerings
    • SWOT

15 Appendix

  • 15.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 15.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 15.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 15.4 Research methodology
    • Research methodology
  • 15.5 Data procurement
    • Information sources
  • 15.6 Data validation
    • Data validation
  • 15.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 15.8 Data synthesis
    • Data synthesis
  • 15.9 360 degree market analysis
    • 360 degree market analysis
  • 15.10 List of abbreviations
    • List of abbreviations
Have a question?
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Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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