![]() U.S. Video Game Market Size, Share & Trends Analysis Report By Device (Console, Mobile, Computer), By Type (Online, Offline), Key Companies, Competitive Analysis, And Segment Forecasts, 2025 - 2033
U.S. Video Game Market Size & Trends The U.S. video game market size was estimated at USD 52.13 billion in 2024 and is projected to reach USD 131.30 billion by 2033, growing at a CAGR of 10.7% f... もっと見る
SummaryU.S. Video Game Market Size & TrendsThe U.S. video game market size was estimated at USD 52.13 billion in 2024 and is projected to reach USD 131.30 billion by 2033, growing at a CAGR of 10.7% from 2025 to 2033. The growth is primarily driven by increasing consumer demand for immersive entertainment experiences, rapid graphics and gameplay technologies advancements, and the expanding influence of online multiplayer and esports ecosystems. The rise in high-speed internet accessibility, cloud gaming services, and mobile gaming platforms significantly enhances user engagement and broadens market reach. The integration of artificial intelligence (AI), virtual reality (VR), and augmented reality (AR) is revolutionizing game development, offering highly personalized and interactive content. These innovations are attracting new demographics and increasing user retention and in-game spending. The rapid evolution and deployment of cloud gaming platforms and immersive technologies fundamentally transform the U.S. video game industry. Advanced systems such as AI-driven game engines, real-time streaming infrastructures, and virtual/augmented reality (VR/AR) interfaces enable developers and publishers to deliver highly engaging and accessible gaming experiences. The demand for seamless, low-latency gameplay across multiple devices continues to grow, thereby accelerating the expansion of the U.S. video game industry. Additionally, shifting consumer demographics and the rising popularity of eSports and live-streaming platforms drive demand for interactive and socially connected gaming ecosystems. The proliferation of platforms like Twitch and YouTube Gaming has created new revenue streams and community-driven content models. This evolution aligns with the increasing preference for multiplayer and cross-platform gaming experiences, positioning video games as a dominant force in entertainment and digital media and fueling market growth. Furthermore, the rising adoption of video games in educational technology, corporate training, and mental wellness applications significantly contributes to market expansion. Gamification of learning modules, simulation-based training tools, and therapeutic games for stress relief and cognitive development are gaining traction across non-traditional user segments. Federal and state-level educational initiatives and corporate investments in digital upskilling are encouraging the integration of video games into broader societal functions. This convergence of entertainment, education, and wellness fosters long-term growth and innovation in the U.S. video game industry. U.S. Video Game Market Report Segmentation This report forecasts revenue growth at country levels and provides an analysis of the latest technology trends in each of the sub-segments from 2021 to 2033. For this study, Grand View Research has segmented the U.S. video game market report based on device and type: • Device Outlook (Revenue, USD Billion, 2021 - 2033) • Console • Mobile • Computer • Type Outlook (Revenue, USD Billion, 2021 - 2033) • Online • Offline Table of ContentsTable of ContentsChapter 1. Methodology and Scope 1.1. Market Segmentation and Scope 1.2. Market Definitions 1.2.1. Information analysis 1.2.2. Market formulation & data visualization 1.2.3. Data validation & publishing 1.3. Research Scope and Assumptions 1.3.1. List of Data Sources Chapter 2. Executive Summary 2.1. Market Outlook 2.2. Segment Outlook 2.3. Competitive Insights Chapter 3. U.S. Video Game Market Variables, Trends, & Scope 3.1. Market Lineage Outlook 3.2. Market Dynamics 3.2.1. Market Driver Analysis 3.2.2. Market Restraint Analysis 3.2.3. Market Opportunities 3.3. U.S. Video Game Market Analysis Tools 3.3.1. Industry Analysis - Porter’s 3.3.1.1. Bargaining power of the suppliers 3.3.1.2. Bargaining power of the buyers 3.3.1.3. Threats of substitution 3.3.1.4. Threats from new entrants 3.3.1.5. Competitive rivalry 3.3.2. PESTEL Analysis 3.3.2.1. Political landscape 3.3.2.2. Economic landscape 3.3.2.3. Social Landscape 3.3.2.4. Technological Landscape 3.3.2.5. Environmental Landscape 3.3.2.6. Legal Landscape Chapter 4. U.S. Video Game Market: Device Estimates & Trend Analysis 4.1. Segment Dashboard 4.2. U.S. Video Game Market: Device Movement Analysis, 2024 & 2033 (USD Billion) 4.3. Console 4.3.1. Console Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Billion) 4.4. Mobile 4.4.1. Mobile Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Billion) 4.5. Computer 4.5.1. Computer Solution Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Billion) Chapter 5. U.S. Video Game Market: Type Estimates & Trend Analysis 5.1. Segment Dashboard 5.2. U.S. Video Game Market: Type Movement Analysis, 2024 & 2033 (USD Billion) 5.3. Online 5.3.1. Online Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Billion) 5.4. Offline 5.4.1. Offline Market Revenue Estimates and Forecasts, 2021 - 2033 (USD Billion) Chapter 6. U.S. Video Game Market: Competitive Landscape 6.1. Company Categorization 6.2. Company Market Positioning 6.3. Company Heat Map Analysis 6.4. Company Profiles/Listing 6.4.1. Microsoft 6.4.1.1. Participant’s Overview 6.4.1.2. Financial Performance 6.4.1.3. Service Benchmarking 6.4.1.4. Strategic Initiatives 6.4.2. Sony Interactive Entertainment Inc. 6.4.2.1. Participant’s Overview 6.4.2.2. Financial Performance 6.4.2.3. Service Benchmarking 6.4.2.4. Strategic Initiatives 6.4.3. Nintendo of America Inc. 6.4.3.1. Participant’s Overview 6.4.3.2. Financial Performance 6.4.3.3. Service Benchmarking 6.4.3.4. Strategic Initiatives 6.4.4. Activision Blizzard 6.4.4.1. Participant’s Overview 6.4.4.2. Financial Performance 6.4.4.3. Service Benchmarking 6.4.4.4. Strategic Initiatives 6.4.5. Electronic Arts Inc. 6.4.5.1. Participant’s Overview 6.4.5.2. Financial Performance 6.4.5.3. Service Benchmarking 6.4.5.4. Strategic Initiatives 6.4.6. Epic Games, Inc. 6.4.6.1. Participant’s Overview 6.4.6.2. Financial Performance 6.4.6.3. Service Benchmarking 6.4.6.4. Strategic Initiatives 6.4.7. Take-Two Interactive Software, Inc. 6.4.7.1. Participant’s Overview 6.4.7.2. Financial Performance 6.4.7.3. Service Benchmarking 6.4.7.4. Strategic Initiatives 6.4.8. Valve Corporation 6.4.8.1. Participant’s Overview 6.4.8.2. Financial Performance 6.4.8.3. Service Benchmarking 6.4.8.4. Strategic Initiatives 6.4.9. Riot Games, Inc. 6.4.9.1. Participant’s Overview 6.4.9.2. Financial Performance 6.4.9.3. Service Benchmarking 6.4.9.4. Strategic Initiatives 6.4.10. Insomniac Games, Inc. 6.4.10.1. Participant’s Overview 6.4.10.2. Financial Performance 6.4.10.3. Service Benchmarking 6.4.10.4. Strategic Initiatives
ご注文は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。本レポートと同分野の最新刊レポート
Grand View Research社の 次世代技術分野 での最新刊レポート
本レポートと同じKEY WORD(video)の最新刊レポート
よくあるご質問Grand View Research社はどのような調査会社ですか?グランドビューリサーチ(Grand View Research)は通信技術、化学品、材料、ヘルスケア、エネルギーなど広範な市場を対象にした調査報告書を出版しています。 もっと見る 調査レポートの納品までの日数はどの程度ですか?在庫のあるものは速納となりますが、平均的には 3-4日と見て下さい。
注文の手続きはどのようになっていますか?1)お客様からの御問い合わせをいただきます。
お支払方法の方法はどのようになっていますか?納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
データリソース社はどのような会社ですか?当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
|
|