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PUBLISHER: Inkwood Research | PRODUCT CODE: 1284962

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PUBLISHER: Inkwood Research | PRODUCT CODE: 1284962

North America Gaming Market Forecast 2023-2032

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PAGES: 151 Pages
DELIVERY TIME: 2-3 business days
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KEY FINDINGS

The North America gaming market is set to increase with an 11.78% CAGR during the forecast period, 2023 to 2032. Rising smartphone usage, increased online gamers, government funding for digital production, technological advancements, and esports popularity are expected to propel market growth.

MARKET INSIGHTS

The North America gaming market growth evaluation entails a thorough assessment of the United States and Canada. The gaming industry constitutes a significant portion of Canada's entertainment sector and has demonstrated remarkable success due to its adaptability to evolving markets. Companies such as Ubisoft Montreal have innovatively engaged users by incorporating historical and cultural information into gameplay, enhancing the virtual tourism experience.

Supportive governmental policies, including tax breaks and other incentives, have been crucial in nurturing this sector. Additionally, Canada boasts a substantial pool of talented professionals contributing to the industry's growth. Home to several top-tier game development studios, Canada holds a strong position in the global gaming landscape.

Furthermore, its thriving independent gaming industry has recently produced critically acclaimed titles, underlining Canada's potential to nurture creativity and innovation within the gaming domain. The cumulative effect of these factors positions Canada as a vibrant hub for the gaming industry, with a promising outlook for future growth.

COMPETITIVE INSIGHTS

Leading market players are: Nintendo Co Ltd, Rockstar Games Inc, Sega Sammy Holdings Inc, etc.

Our report offerings include:

  • Explore key findings of the overall market
  • Strategic breakdown of market dynamics (Drivers, Restraints, Opportunities, Challenges)
  • Market forecasts for a minimum of 9 years, along with 3 years of historical data for all segments, sub-segments, and regions
  • Market Segmentation caters to a thorough assessment of key segments with their market estimations
  • Geographical Analysis: Assessments of the mentioned regions and country-level segments with their market share
  • Key analytics: Porter's Five Forces Analysis, Vendor Landscape, Opportunity Matrix, Key Buying Criteria, etc.
  • Competitive landscape is the theoretical explanation of the key companies based on factors, market share, etc.
  • Company profiling: A detailed company overview, product/services offered, SCOT analysis, and recent strategic developments
Product Code: 22797

TABLE OF CONTENTS

1. RESEARCH SCOPE & METHODOLOGY

  • 1.1. STUDY OBJECTIVES
  • 1.2. METHODOLOGY
  • 1.3. ASSUMPTIONS & LIMITATIONS

2. EXECUTIVE SUMMARY

  • 2.1. MARKET SIZE & ESTIMATES
  • 2.2. MARKET OVERVIEW
  • 2.3. SCOPE OF STUDY
  • 2.4. CRISIS SCENARIO ANALYSIS
  • 2.5. MAJOR MARKET FINDINGS
    • 2.5.1. MOBILE GAMING DELIVERS A HIGH-QUALITY GAMING EXPERIENCE
    • 2.5.2. ESPORTS HAS FACILITATED NEW MARKETING AVENUES
    • 2.5.3. SOCIAL MEDIA HAS ENABLED EASIER CONNECTIONS AMONG GAMERS

3. MARKET DYNAMICS

  • 3.1. KEY DRIVERS
    • 3.1.1. EMERGENCE OF NEXT-GENERATION GAMING CONSOLES
    • 3.1.2. SURGING INTERNET PENETRATION
    • 3.1.3. GROWING NUMBER OF SMARTPHONE USERS
    • 3.1.4. HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
    • 3.1.5. EASY AVAILABILITY OF FREE GAMES
  • 3.2. KEY RESTRAINTS
    • 3.2.1. HIGH GAME DEVELOPMENT COSTS
    • 3.2.2. PIRACY ISSUES
    • 3.2.3. INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
    • 3.2.4. COMPLEXITY OF LOCALIZING GAMES
    • 3.2.5. HARDWARE COMPATIBILITY DIFFICULTIES

4. KEY ANALYTICS

  • 4.1. TIMELINE OF THE GAMING INDUSTRY
  • 4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
  • 4.3. KEY TECHNOLOGY TRENDS
    • 4.3.1. INTRODUCTION OF 5G
    • 4.3.2. CLOUD GAMING
    • 4.3.3. EDGE COMPUTING
    • 4.3.4. VIRTUAL REALITY (VR) AND AUGMENTED REALITY (AR)
    • 4.3.5. EMERGENCE OF DIFFERENT GAME TYPES
      • 4.3.5.1. REAL TIME STRATEGY (RTS)
      • 4.3.5.2. ROLE-PLAYING (RPG)
      • 4.3.5.3. MULTIPLAYER ONLINE BATTLE ARENA
      • 4.3.5.4. SANDBOX
      • 4.3.5.5. SHOOTER
      • 4.3.5.6. SIMULATION & SPORTS
  • 4.4. IMPACT OF COVID-19 ON GAMING MARKET
  • 4.5. PORTER'S FIVE FORCES ANALYSIS
    • 4.5.1. BUYERS POWER
    • 4.5.2. SUPPLIERS POWER
    • 4.5.3. SUBSTITUTION
    • 4.5.4. NEW ENTRANTS
    • 4.5.5. INDUSTRY RIVALRY
  • 4.6. GROWTH PROSPECT MAPPING
  • 4.7. MARKET MATURITY ANALYSIS
  • 4.8. MARKET CONCENTRATION ANALYSIS
  • 4.9. VALUE CHAIN ANALYSIS
    • 4.9.1. COMPONENT SUPPLIERS
    • 4.9.2. RESEARCH & DEVELOPMENT
    • 4.9.3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING
    • 4.9.4. DISTRIBUTORS
  • 4.10. KEY BUYING CRITERIA
    • 4.10.1. GAME RATINGS
    • 4.10.2. EXCLUSIVITY
    • 4.10.3. ONLINE SERVICE
    • 4.10.4. DEVICE TYPE & COMPATIBILITY
      • 4.10.4.1. PERFORMANCE
      • 4.10.4.2. BACKWARD COMPATIBILITY
      • 4.10.4.3. PERIPHERALS
      • 4.10.4.4. STORAGE
      • 4.10.4.5. MEDIA SUPPORT

5. MARKET BY TYPE

  • 5.1. ONLINE
  • 5.2. OFFLINE

6. MARKET BY COMPONENT

  • 6.1. SOFTWARE
  • 6.2. HARDWARE

7. MARKET BY DEVICE TYPE

  • 7.1. CONSOLE GAMING
  • 7.2. MOBILE GAMING
    • 7.2.1. ANDROID
    • 7.2.2. IOS
  • 7.3. PC GAMING
  • 7.4. BROWSER GAMING

8. MARKET BY GENRE

  • 8.1. ACTION/ ADVENTURE GAMES
  • 8.2. ARCADE GAMES
  • 8.3. STRATEGY & BRAIN GAMES
  • 8.4. CASINO GAMES
  • 8.5. CASUAL GAMES
  • 8.6. SPORTS GAMES
  • 8.7. OTHER GENRES

9. GEOGRAPHICAL ANALYSIS

  • 9.1. NORTH AMERICA
    • 9.1.1. MARKET SIZE & ESTIMATES
    • 9.1.2. NORTH AMERICA GAMING MARKET DRIVERS
    • 9.1.3. NORTH AMERICA GAMING MARKET CHALLENGES
    • 9.1.4. NORTH AMERICA GAMING MARKET REGULATORY FRAMEWORK
    • 9.1.5. KEY PLAYERS IN NORTH AMERICA GAMING MARKET
    • 9.1.6. COUNTRY ANALYSIS
      • 9.1.6.1. UNITED STATES
      • 9.1.6.1.1. UNITED STATES GAMING MARKET SIZE & OPPORTUNITIES
      • 9.1.6.2. CANADA
      • 9.1.6.2.1. CANADA GAMING MARKET SIZE & OPPORTUNITIES

10. COMPETITIVE LANDSCAPE

  • 10.1. KEY STRATEGIC DEVELOPMENTS
    • 10.1.1. MERGERS & ACQUISITIONS
    • 10.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
    • 10.1.3. PARTNERSHIPS & AGREEMENTS
    • 10.1.4. BUSINESS EXPANSIONS & DIVESTITURES
  • 10.2. COMPANY PROFILES
    • 10.2.1. ACTIVISION BLIZZARD
      • 10.2.1.1. COMPANY OVERVIEW
      • 10.2.1.2. PRODUCTS OVERVIEW
      • 10.2.1.3. STRENGTHS & CHALLENGES
    • 10.2.2. BETHESDA SOFTWORKS LLC
      • 10.2.2.1. COMPANY OVERVIEW
      • 10.2.2.2. PRODUCTS OVERVIEW
      • 10.2.2.3. STRENGTHS & CHALLENGES
    • 10.2.3. ELECTRONIC ARTS INC
      • 10.2.3.1. COMPANY OVERVIEW
      • 10.2.3.2. PRODUCTS OVERVIEW
      • 10.2.3.3. STRENGTHS & CHALLENGES
    • 10.2.4. GAMELOFT (ACQUIRED BY VIVENDI)
      • 10.2.4.1. COMPANY OVERVIEW
      • 10.2.4.2. PRODUCTS OVERVIEW
      • 10.2.4.3. STRENGTHS & CHALLENGES
    • 10.2.5. MICROSOFT CORPORATION
      • 10.2.5.1. COMPANY OVERVIEW
      • 10.2.5.2. PRODUCTS OVERVIEW
      • 10.2.5.3. STRENGTHS & CHALLENGES
    • 10.2.6. NEXON CO LTD
      • 10.2.6.1. COMPANY OVERVIEW
      • 10.2.6.2. PRODUCTS OVERVIEW
      • 10.2.6.3. STRENGTHS & CHALLENGES
    • 10.2.7. NINTENDO CO LTD
      • 10.2.7.1. COMPANY OVERVIEW
      • 10.2.7.2. PRODUCTS OVERVIEW
      • 10.2.7.3. STRENGTHS & CHALLENGES
    • 10.2.8. NVIDIA
      • 10.2.8.1. COMPANY OVERVIEW
      • 10.2.8.2. PRODUCTS OVERVIEW
      • 10.2.8.3. STRENGTHS & CHALLENGES
    • 10.2.9. ROCKSTAR GAMES INC
      • 10.2.9.1. COMPANY OVERVIEW
      • 10.2.9.2. PRODUCTS OVERVIEW
      • 10.2.9.3. STRENGTHS & CHALLENGES
    • 10.2.10. SEGA
      • 10.2.10.1. COMPANY OVERVIEW
      • 10.2.10.2. PRODUCTS OVERVIEW
      • 10.2.10.3. STRENGTHS & CHALLENGES
    • 10.2.11. SONY CORPORATION
      • 10.2.11.1. COMPANY OVERVIEW
      • 10.2.11.2. PRODUCTS OVERVIEW
      • 10.2.11.3. STRENGTHS & CHALLENGES
    • 10.2.12. SQUARE ENIX HOLDINGS CO LTD
      • 10.2.12.1. COMPANY OVERVIEW
      • 10.2.12.2. PRODUCTS OVERVIEW
      • 10.2.12.3. STRENGTHS & CHALLENGES
    • 10.2.13. UBISOFT ENTERTAINMENT SA
      • 10.2.13.1. COMPANY OVERVIEW
      • 10.2.13.2. PRODUCTS OVERVIEW
      • 10.2.13.3. STRENGTHS & CHALLENGES
    • 10.2.14. ZYNGA
      • 10.2.14.1. COMPANY OVERVIEW
      • 10.2.14.2. PRODUCTS OVERVIEW
      • 10.2.14.3. STRENGTHS & CHALLENGES
Product Code: 22797

TABLE OF CONTENTS

1. RESEARCH SCOPE & METHODOLOGY

  • 1.1. STUDY OBJECTIVES
  • 1.2. METHODOLOGY
  • 1.3. ASSUMPTIONS & LIMITATIONS

2. EXECUTIVE SUMMARY

  • 2.1. MARKET SIZE & ESTIMATES
  • 2.2. MARKET OVERVIEW
  • 2.3. SCOPE OF STUDY
  • 2.4. CRISIS SCENARIO ANALYSIS
  • 2.5. MAJOR MARKET FINDINGS
    • 2.5.1. MOBILE GAMING DELIVERS A HIGH-QUALITY GAMING EXPERIENCE
    • 2.5.2. ESPORTS HAS FACILITATED NEW MARKETING AVENUES
    • 2.5.3. SOCIAL MEDIA HAS ENABLED EASIER CONNECTIONS AMONG GAMERS

3. MARKET DYNAMICS

  • 3.1. KEY DRIVERS
    • 3.1.1. EMERGENCE OF NEXT-GENERATION GAMING CONSOLES
    • 3.1.2. SURGING INTERNET PENETRATION
    • 3.1.3. GROWING NUMBER OF SMARTPHONE USERS
    • 3.1.4. HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
    • 3.1.5. EASY AVAILABILITY OF FREE GAMES
  • 3.2. KEY RESTRAINTS
    • 3.2.1. HIGH GAME DEVELOPMENT COSTS
    • 3.2.2. PIRACY ISSUES
    • 3.2.3. INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
    • 3.2.4. COMPLEXITY OF LOCALIZING GAMES
    • 3.2.5. HARDWARE COMPATIBILITY DIFFICULTIES

4. KEY ANALYTICS

  • 4.1. TIMELINE OF THE GAMING INDUSTRY
  • 4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
  • 4.3. KEY TECHNOLOGY TRENDS
    • 4.3.1. 5G CONNECTIVITY HAS ENABLED INCREASED PROCESSING POWER AND REDUCED LATENCY
    • 4.3.2. VIRTUAL AND AUGMENTED REALITY DELIVER IMMERSIVE EXPERIENCES AT COMPETITIVE PRICES
    • 4.3.3. CLOUD GAMING GIVES ACCESS TO PLAYERS FROM ANY DEVICE, ANYTIME AND ANYWHERE
    • 4.3.4. EDGE COMPUTING MINIMIZES USER LATENCY, GAME LAG, AND PLAYER INPUT DELAY
    • 4.3.5. EMERGENCE OF DIFFERENT GAME TYPES
      • 4.3.5.1. REAL TIME STRATEGY (RTS)
      • 4.3.5.2. ROLE-PLAYING (RPG)
      • 4.3.5.3. MULTIPLAYER ONLINE BATTLE ARENA
      • 4.3.5.4. SANDBOX
      • 4.3.5.5. SHOOTER
      • 4.3.5.6. SIMULATION & SPORTS
  • 4.4. IMPACT OF COVID-19 ON GAMING MARKET
  • 4.5. PORTER'S FIVE FORCES ANALYSIS
    • 4.5.1. BUYERS POWER
    • 4.5.2. SUPPLIERS POWER
    • 4.5.3. SUBSTITUTION
    • 4.5.4. NEW ENTRANTS
    • 4.5.5. INDUSTRY RIVALRY
  • 4.6. GROWTH PROSPECT MAPPING
  • 4.7. MARKET MATURITY ANALYSIS
  • 4.8. MARKET CONCENTRATION ANALYSIS
  • 4.9. VALUE CHAIN ANALYSIS
    • 4.9.1. COMPONENT SUPPLIERS
    • 4.9.2. RESEARCH & DEVELOPMENT
    • 4.9.3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING
    • 4.9.4. DISTRIBUTORS
  • 4.10. KEY BUYING CRITERIA
    • 4.10.1. GAME RATINGS
    • 4.10.2. EXCLUSIVITY
    • 4.10.3. ONLINE SERVICE
    • 4.10.4. DEVICE TYPE & COMPATIBILITY
      • 4.10.4.1. PERFORMANCE
      • 4.10.4.2. BACKWARD COMPATIBILITY
      • 4.10.4.3. PERIPHERALS
      • 4.10.4.4. STORAGE
      • 4.10.4.5. MEDIA SUPPORT

5. MARKET BY TYPE

  • 5.1. ONLINE
  • 5.2. OFFLINE

6. MARKET BY COMPONENT

  • 6.1. SOFTWARE
  • 6.2. HARDWARE

7. MARKET BY DEVICE TYPE

  • 7.1. CONSOLE GAMING
  • 7.2. MOBILE GAMING
    • 7.2.1. ANDROID
    • 7.2.2. IOS
  • 7.3. PC GAMING
  • 7.4. BROWSER GAMING

8. MARKET BY GENRE

  • 8.1. ACTION/ ADVENTURE GAMES
  • 8.2. ARCADE GAMES
  • 8.3. STRATEGY & BRAIN GAMES
  • 8.4. CASINO GAMES
  • 8.5. CASUAL GAMES
  • 8.6. SPORTS GAMES
  • 8.7. OTHER GENRES

9. GEOGRAPHICAL ANALYSIS

  • 9.1. NORTH AMERICA
    • 9.1.1. MARKET SIZE & ESTIMATES
    • 9.1.2. NORTH AMERICA GAMING MARKET DRIVERS
    • 9.1.3. NORTH AMERICA GAMING MARKET CHALLENGES
    • 9.1.4. NORTH AMERICA GAMING MARKET REGULATORY FRAMEWORK
    • 9.1.5. KEY PLAYERS IN NORTH AMERICA GAMING MARKET
    • 9.1.6. COUNTRY ANALYSIS
      • 9.1.6.1. UNITED STATES
      • 9.1.6.1.1. UNITED STATES GAMING MARKET SIZE & OPPORTUNITIES
      • 9.1.6.2. CANADA
      • 9.1.6.2.1. CANADA GAMING MARKET SIZE & OPPORTUNITIES

10. COMPETITIVE LANDSCAPE

  • 10.1. KEY STRATEGIC DEVELOPMENTS
    • 10.1.1. MERGERS & ACQUISITIONS
    • 10.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
    • 10.1.3. PARTNERSHIPS & AGREEMENTS
    • 10.1.4. BUSINESS EXPANSIONS & DIVESTITURES
  • 10.2. COMPANY PROFILES
    • 10.2.1. ACTIVISION BLIZZARD
      • 10.2.1.1. COMPANY OVERVIEW
      • 10.2.1.2. PRODUCTS OVERVIEW
      • 10.2.1.3. STRENGTHS & CHALLENGES
    • 10.2.2. BETHESDA SOFTWORKS LLC
      • 10.2.2.1. COMPANY OVERVIEW
      • 10.2.2.2. PRODUCTS OVERVIEW
      • 10.2.2.3. STRENGTHS & CHALLENGES
    • 10.2.3. ELECTRONIC ARTS INC
      • 10.2.3.1. COMPANY OVERVIEW
      • 10.2.3.2. PRODUCTS OVERVIEW
      • 10.2.3.3. STRENGTHS & CHALLENGES
    • 10.2.4. GAMELOFT (ACQUIRED BY VIVENDI)
      • 10.2.4.1. COMPANY OVERVIEW
      • 10.2.4.2. PRODUCTS OVERVIEW
      • 10.2.4.3. STRENGTHS & CHALLENGES
    • 10.2.5. MICROSOFT CORPORATION
      • 10.2.5.1. COMPANY OVERVIEW
      • 10.2.5.2. PRODUCTS OVERVIEW
      • 10.2.5.3. STRENGTHS & CHALLENGES
    • 10.2.6. NEXON CO LTD
      • 10.2.6.1. COMPANY OVERVIEW
      • 10.2.6.2. PRODUCTS OVERVIEW
      • 10.2.6.3. STRENGTHS & CHALLENGES
    • 10.2.7. NINTENDO CO LTD
      • 10.2.7.1. COMPANY OVERVIEW
      • 10.2.7.2. PRODUCTS OVERVIEW
      • 10.2.7.3. STRENGTHS & CHALLENGES
    • 10.2.8. NVIDIA
      • 10.2.8.1. COMPANY OVERVIEW
      • 10.2.8.2. PRODUCTS OVERVIEW
      • 10.2.8.3. STRENGTHS & CHALLENGES
    • 10.2.9. ROCKSTAR GAMES INC
      • 10.2.9.1. COMPANY OVERVIEW
      • 10.2.9.2. PRODUCTS OVERVIEW
      • 10.2.9.3. STRENGTHS & CHALLENGES
    • 10.2.10. SEGA
      • 10.2.10.1. COMPANY OVERVIEW
      • 10.2.10.2. PRODUCTS OVERVIEW
      • 10.2.10.3. STRENGTHS & CHALLENGES
    • 10.2.11. SONY CORPORATION
      • 10.2.11.1. COMPANY OVERVIEW
      • 10.2.11.2. PRODUCTS OVERVIEW
      • 10.2.11.3. STRENGTHS & CHALLENGES
    • 10.2.12. SQUARE ENIX HOLDINGS CO LTD
      • 10.2.12.1. COMPANY OVERVIEW
      • 10.2.12.2. PRODUCTS OVERVIEW
      • 10.2.12.3. STRENGTHS & CHALLENGES
    • 10.2.13. UBISOFT ENTERTAINMENT SA
      • 10.2.13.1. COMPANY OVERVIEW
      • 10.2.13.2. PRODUCTS OVERVIEW
      • 10.2.13.3. STRENGTHS & CHALLENGES
    • 10.2.14. ZYNGA
      • 10.2.14.1. COMPANY OVERVIEW
      • 10.2.14.2. PRODUCTS OVERVIEW
      • 10.2.14.3. STRENGTHS & CHALLENGES

LIST OF FIGURES

  • FIGURE 1: KEY TECHNOLOGY TRENDS
  • FIGURE 2: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 3: GROWTH PROSPECT MAPPING
  • FIGURE 4: MARKET MATURITY ANALYSIS
  • FIGURE 5: MARKET CONCENTRATION ANALYSIS
  • FIGURE 6: VALUE CHAIN ANALYSIS
  • FIGURE 7: KEY BUYING CRITERIA
  • FIGURE 8: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2022
  • FIGURE 9: NORTH AMERICA GAMING MARKET, BY ONLINE, 2023-2032 (IN $ BILLION)
  • FIGURE 10: NORTH AMERICA GAMING MARKET, BY OFFLINE, 2023-2032 (IN $ BILLION)
  • FIGURE 11: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2022
  • FIGURE 12: NORTH AMERICA GAMING MARKET, BY SOFTWARE, 2023-2032 (IN $ BILLION)
  • FIGURE 13: NORTH AMERICA GAMING MARKET, BY HARDWARE, 2023-2032 (IN $ BILLION)
  • FIGURE 14: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY DEVICE TYPE, IN 2022
  • FIGURE 15: NORTH AMERICA GAMING MARKET, BY CONSOLE GAMING, 2023-2032 (IN $ BILLION)
  • FIGURE 16: NORTH AMERICA GAMING MARKET, BY MOBILE GAMING, 2023-2032 (IN $ BILLION)
  • FIGURE 17: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY MOBILE GAMING, IN 2022
  • FIGURE 18: NORTH AMERICA GAMING MARKET, BY ANDROID, 2023-2032 (IN $ BILLION)
  • FIGURE 19: NORTH AMERICA GAMING MARKET, BY IOS, 2023-2032 (IN $ BILLION)
  • FIGURE 20: NORTH AMERICA GAMING MARKET, BY PC GAMING, 2023-2032 (IN $ BILLION)
  • FIGURE 21: NORTH AMERICA GAMING MARKET, BY BROWSER GAMING, 2023-2032 (IN $ BILLION)
  • FIGURE 22: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2022
  • FIGURE 23: NORTH AMERICA GAMING MARKET, BY ACTION/ADVENTURE GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 24: NORTH AMERICA GAMING MARKET, BY ARCADE GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 25: NORTH AMERICA GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 26: NORTH AMERICA GAMING MARKET, BY CASINO GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 27: NORTH AMERICA GAMING MARKET, BY CASUAL GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 28: NORTH AMERICA GAMING MARKET, BY SPORTS GAMES, 2023-2032 (IN $ BILLION)
  • FIGURE 29: NORTH AMERICA GAMING MARKET, BY OTHER GENRES, 2023-2032 (IN $ BILLION)
  • FIGURE 30: NORTH AMERICA GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)
  • FIGURE 31: UNITED STATES GAMING MARKET, 2023-2032 (IN $ BILLION)
  • FIGURE 32: CANADA GAMING MARKET, 2023-2032 (IN $ BILLION)
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