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PUBLISHER: Inkwood Research | PRODUCT CODE: 1284963

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PUBLISHER: Inkwood Research | PRODUCT CODE: 1284963

United States Gaming Market Forecast 2023-2030

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PAGES: 148 Pages
DELIVERY TIME: 2-3 business days
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KEY FINDINGS

The United States gaming market is expected to grow with a 12.23% CAGR during the forecasted period, 2023 to 2030. The market growth is driven by major gaming firms, rising mobile gaming revenue due to smartphone accessibility, new console generations, increased gaming during COVID-19, and escalating esports popularity.

MARKET INSIGHTS

The United States is one of the world's largest gaming markets, playing a vital role in the global gaming landscape. Housing major industry giants alongside numerous smaller studios and creators, the United States gaming market is diverse and robust.

A significant portion of the United States gaming market is dominated by mobile gaming, contributing over half of the market's revenue. This sector's exponential growth in recent years can be attributed to the ubiquity of smartphones and tablets and an ever-growing library of available mobile games.

Console gaming also constitutes a considerable segment of the United States gaming market, fueled by the latest generation of consoles. The COVID-19 pandemic has further accelerated this growth, as people spending more time at home have turned to video games for entertainment, resulting in a surge in console sales.

Finally, the burgeoning popularity of esports has substantially influenced the United States gaming landscape. Hosting numerous major esports competitions and leagues, the United States draws significant crowds and substantial sponsorship and advertising revenues, further driving the market growth.

COMPETITIVE INSIGHTS

Leading market players include: Bethesda Softworks LLC, Activision Blizzard 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: 51727

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. COUNTRY SNAPSHOT
  • 2.3. COUNTRY ANALYSIS
  • 2.4. CRISIS SCENARIO ANALYSIS
  • 2.5. MAJOR MARKET FINDINGS
  • 2.6. KEY GROWTH ENABLERS
  • 2.7. KEY CHALLENGES

3. KEY ANALYTICS

  • 3.1. TIMELINE OF THE GAMING INDUSTRY
  • 3.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
  • 3.3. KEY TECHNOLOGY TRENDS
  • 3.4. PORTER'S FIVE FORCES ANALYSIS
    • 3.4.1. BUYERS POWER
    • 3.4.2. SUPPLIERS POWER
    • 3.4.3. SUBSTITUTION
    • 3.4.4. NEW ENTRANTS
    • 3.4.5. INDUSTRY RIVALRY
  • 3.5. GROWTH PROSPECT MAPPING
  • 3.6. MARKET MATURITY ANALYSIS
  • 3.7. MARKET CONCENTRATION ANALYSIS
  • 3.8. VALUE CHAIN ANALYSIS
    • 3.8.1. COMPONENT SUPPLIERS
    • 3.8.2. RESEARCH & DEVELOPMENT
    • 3.8.3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING
    • 3.8.4. DISTRIBUTORS
  • 3.9. KEY BUYING CRITERIA
    • 3.9.1. GAME RATINGS
    • 3.9.2. EXCLUSIVITY
    • 3.9.3. ONLINE SERVICE
    • 3.9.4. DEVICE TYPE & COMPATIBILITY
      • 3.9.4.1. PERFORMANCE
      • 3.9.4.2. BACKWARD COMPATIBILITY
      • 3.9.4.3. PERIPHERALS
      • 3.9.4.4. STORAGE
      • 3.9.4.5. MEDIA SUPPORT

4. MARKET BY TYPE

  • 4.1. ONLINE
  • 4.2. OFFLINE

5. MARKET BY COMPONENT

  • 5.1. SOFTWARE
  • 5.2. HARDWARE

6. MARKET BY DEVICE TYPE

  • 6.1. CONSOLE GAMING
  • 6.2. MOBILE GAMING
    • 6.2.1. ANDROID
    • 6.2.2. IOS
  • 6.3. PC GAMING
  • 6.4. BROWSER GAMING

7. MARKET BY GENRE

  • 7.1. ACTION/ ADVENTURE GAMES
  • 7.2. ARCADE GAMES
  • 7.3. STRATEGY & BRAIN GAMES
  • 7.4. CASINO GAMES
  • 7.5. CASUAL GAMES
  • 7.6. SPORTS GAMES
  • 7.7. OTHER GENRES

8. COMPETITIVE LANDSCAPE

  • 8.1. KEY STRATEGIC DEVELOPMENTS
    • 8.1.1. MERGERS & ACQUISITIONS
    • 8.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
    • 8.1.3. PARTNERSHIPS & AGREEMENTS
    • 8.1.4. BUSINESS EXPANSIONS & DIVESTITURES
  • 8.2. COMPANY PROFILES
    • 8.2.1. ACTIVISION BLIZZARD
      • 8.2.1.1. COMPANY OVERVIEW
      • 8.2.1.2. PRODUCTS OVERVIEW
      • 8.2.1.3. STRENGTHS & CHALLENGES
    • 8.2.2. BETHESDA SOFTWORKS LLC
      • 8.2.2.1. COMPANY OVERVIEW
      • 8.2.2.2. PRODUCTS OVERVIEW
      • 8.2.2.3. STRENGTHS & CHALLENGES
    • 8.2.3. ELECTRONIC ARTS INC
      • 8.2.3.1. COMPANY OVERVIEW
      • 8.2.3.2. PRODUCTS OVERVIEW
      • 8.2.3.3. STRENGTHS & CHALLENGES
    • 8.2.4. MICROSOFT CORPORATION
      • 8.2.4.1. COMPANY OVERVIEW
      • 8.2.4.2. PRODUCTS OVERVIEW
      • 8.2.4.3. STRENGTHS & CHALLENGES
    • 8.2.5. ROCKSTAR GAMES INC
      • 8.2.5.1. COMPANY OVERVIEW
      • 8.2.5.2. PRODUCTS OVERVIEW
      • 8.2.5.3. STRENGTHS & CHALLENGES
Product Code: 51727

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. COUNTRY SNAPSHOT
  • 2.3. COUNTRY ANALYSIS
  • 2.4. CRISIS SCENARIO ANALYSIS
  • 2.5. MAJOR MARKET FINDINGS
  • 2.6. KEY GROWTH ENABLERS
  • 2.7. KEY CHALLENGES

3. KEY ANALYTICS

  • 3.1. TIMELINE OF THE GAMING INDUSTRY
  • 3.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
  • 3.3. KEY TECHNOLOGY TRENDS
    • 3.3.1. 5G CONNECTIVITY HAS ENABLED INCREASED PROCESSING POWER AND REDUCED LATENCY
    • 3.3.2. VIRTUAL AND AUGMENTED REALITY DELIVER IMMERSIVE EXPERIENCES AT COMPETITIVE PRICES
    • 3.3.3. CLOUD GAMING GIVES ACCESS TO PLAYERS FROM ANY DEVICE, ANYTIME AND ANYWHERE
    • 3.3.4. EDGE COMPUTING MINIMIZES USER LATENCY, GAME LAG, AND PLAYER INPUT DELAY
    • 3.3.5. EMERGENCE OF DIFFERENT GAME TYPES
      • 3.3.5.1. REAL TIME STRATEGY (RTS)
      • 3.3.5.2. ROLE-PLAYING (RPG)
      • 3.3.5.3. MULTIPLAYER ONLINE BATTLE ARENA
      • 3.3.5.4. SANDBOX
      • 3.3.5.5. SHOOTER
      • 3.3.5.6. SIMULATION & SPORTS
  • 3.4. IMPACT OF COVID-19 ON GAMING MARKET
  • 3.5. PORTER'S FIVE FORCES ANALYSIS
    • 3.5.1. BUYERS POWER
    • 3.5.2. SUPPLIERS POWER
    • 3.5.3. SUBSTITUTION
    • 3.5.4. NEW ENTRANTS
    • 3.5.5. INDUSTRY RIVALRY
  • 3.6. GROWTH PROSPECT MAPPING
  • 3.7. MARKET MATURITY ANALYSIS
  • 3.8. MARKET CONCENTRATION ANALYSIS
  • 3.9. VALUE CHAIN ANALYSIS
    • 3.9.1. COMPONENT SUPPLIERS
    • 3.9.2. RESEARCH & DEVELOPMENT
    • 3.9.3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING
    • 3.9.4. DISTRIBUTORS
  • 3.10. KEY BUYING CRITERIA
    • 3.10.1. GAME RATINGS
    • 3.10.2. EXCLUSIVITY
    • 3.10.3. ONLINE SERVICE
    • 3.10.4. DEVICE TYPE & COMPATIBILITY
      • 3.10.4.1. PERFORMANCE
      • 3.10.4.2. BACKWARD COMPATIBILITY
      • 3.10.4.3. PERIPHERALS
      • 3.10.4.4. STORAGE
      • 3.10.4.5. MEDIA SUPPORT

4. MARKET BY TYPE

  • 4.1. ONLINE
  • 4.2. OFFLINE

5. MARKET BY COMPONENT

  • 5.1. SOFTWARE
  • 5.2. HARDWARE

6. MARKET BY DEVICE TYPE

  • 6.1. CONSOLE GAMING
  • 6.2. MOBILE GAMING
    • 6.2.1. ANDROID
    • 6.2.2. IOS
  • 6.3. PC GAMING
  • 6.4. BROWSER GAMING

7. MARKET BY GENRE

  • 7.1. ACTION/ ADVENTURE GAMES
  • 7.2. ARCADE GAMES
  • 7.3. STRATEGY & BRAIN GAMES
  • 7.4. CASINO GAMES
  • 7.5. CASUAL GAMES
  • 7.6. SPORTS GAMES
  • 7.7. OTHER GENRES

8. COMPETITIVE LANDSCAPE

  • 8.1. KEY STRATEGIC DEVELOPMENTS
    • 8.1.1. MERGERS & ACQUISITIONS
    • 8.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
    • 8.1.3. PARTNERSHIPS & AGREEMENTS
    • 8.1.4. BUSINESS EXPANSIONS & DIVESTITURES
  • 8.2. COMPANY PROFILES
    • 8.2.1. ACTIVISION BLIZZARD
      • 8.2.1.1. COMPANY OVERVIEW
      • 8.2.1.2. PRODUCTS OVERVIEW
      • 8.2.1.3. STRENGTHS & CHALLENGES
    • 8.2.2. BETHESDA SOFTWORKS LLC
      • 8.2.2.1. COMPANY OVERVIEW
      • 8.2.2.2. PRODUCTS OVERVIEW
      • 8.2.2.3. STRENGTHS & CHALLENGES
    • 8.2.3. ELECTRONIC ARTS INC
      • 8.2.3.1. COMPANY OVERVIEW
      • 8.2.3.2. PRODUCTS OVERVIEW
      • 8.2.3.3. STRENGTHS & CHALLENGES
    • 8.2.4. MICROSOFT CORPORATION
      • 8.2.4.1. COMPANY OVERVIEW
      • 8.2.4.2. PRODUCTS OVERVIEW
      • 8.2.4.3. STRENGTHS & CHALLENGES
    • 8.2.5. ROCKSTAR GAMES INC
      • 8.2.5.1. COMPANY OVERVIEW
      • 8.2.5.2. PRODUCTS OVERVIEW
      • 8.2.5.3. 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: UNITED STATES GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2022
  • FIGURE 9: UNITED STATES GAMING MARKET, BY ONLINE, 2023-2030 (IN $ BILLION)
  • FIGURE 10: UNITED STATES GAMING MARKET, BY OFFLINE, 2023-2030 (IN $ BILLION)
  • FIGURE 11: UNITED STATES GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2022
  • FIGURE 12: UNITED STATES GAMING MARKET, BY SOFTWARE, 2023-2030 (IN $ BILLION)
  • FIGURE 13: UNITED STATES GAMING MARKET, BY HARDWARE, 2023-2030 (IN $ BILLION)
  • FIGURE 14: UNITED STATES GAMING MARKET, GROWTH POTENTIAL, BY DEVICE TYPE, IN 2022
  • FIGURE 15: UNITED STATES GAMING MARKET, BY CONSOLE GAMING, 2023-2030 (IN $ BILLION)
  • FIGURE 16: UNITED STATES GAMING MARKET, BY MOBILE GAMING, 2023-2030 (IN $ BILLION)
  • FIGURE 17: UNITED STATES GAMING MARKET, GROWTH POTENTIAL, BY MOBILE GAMING, IN 2022
  • FIGURE 18: UNITED STATES GAMING MARKET, BY ANDROID, 2023-2030 (IN $ BILLION)
  • FIGURE 19: UNITED STATES GAMING MARKET, BY IOS, 2023-2030 (IN $ BILLION)
  • FIGURE 20: UNITED STATES GAMING MARKET, BY PC GAMING, 2023-2030 (IN $ BILLION)
  • FIGURE 21: UNITED STATES GAMING MARKET, BY BROWSER GAMING, 2023-2030 (IN $ BILLION)
  • FIGURE 22: UNITED STATES GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2022
  • FIGURE 23: UNITED STATES GAMING MARKET, BY ACTION/ADVENTURE GAMES, 2023-2030 (IN $ BILLION)
  • FIGURE 24: UNITED STATES GAMING MARKET, BY ARCADE GAMES, 2023-2030 (IN $ BILLION)
  • FIGURE 25: UNITED STATES GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2023-2030 (IN $ BILLION)
  • FIGURE 26: UNITED STATES GAMING MARKET, BY CASINO GAMES, 2023-2030 (IN $ BILLION)
  • FIGURE 27: UNITED STATES GAMING MARKET, BY CASUAL GAMES, 2023-2030 (IN $ BILLION)
  • FIGURE 28: UNITED STATES GAMING MARKET, BY SPORTS GAMES, 2023-2030 (IN $ BILLION)
  • FIGURE 29: UNITED STATES GAMING MARKET, BY OTHER GENRES, 2023-2030 (IN $ BILLION)
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Christine Sirois

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