United States Gaming Market Size and Share

United States Gaming Market (2025 - 2030)
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United States Gaming Market Analysis by Mordor Intelligence

The United States gaming market size stood at USD 63.36 billion in 2025 and is projected to reach USD 99.33 billion by 2030, advancing at a 9.41% CAGR. Momentum is anchored in digital distribution, mobile-first design, and the rapid normalization of subscription access to premium catalogs. Adoption of 5G and Fixed Wireless Access (FWA) is broadening the addressable audience for cloud rendering, while esports media-rights deals convert viewership into recurring revenue streams. Platform holders are using cross-media intellectual-property tie-ins to widen brand reach, and publishers are deploying artificial-intelligence toolchains to accelerate content drops that sustain engagement. Competitive intensity is rising as content libraries become the primary lever for subscription differentiation, prompting both consolidation and high-value strategic partnerships.

Key Report Takeaways

  • By platform, Mobile Gaming led with 56.43% of United States gaming market share in 2024; Cloud/Streaming Gaming is set to advance at a 10.98% CAGR through 2030.
  • By revenue model, In-App Purchases accounted for 44.54% of the United States gaming market size in 2024, while Subscription Passes deliver the fastest growth at 10.65% CAGR to 2030.
  • By genre, Shooter titles held 62.76% share of the United States gaming market size in 2024 and Role-Playing and MMO games are expanding at an 11.03% CAGR.
  • By demographic, the 18-34 Years cohort captured 39.87% share of the United States gaming market size in 2024 and is growing at 9.98% CAGR through 2030.

Segment Analysis

By Platform: Mobile Dominance Drives Cloud Transition

Mobile Gaming held 56.43% of United States gaming market share in 2024, reflecting its convenience and always-on connectivity. Cloud/Streaming Gaming is forecast to log a 10.98% CAGR through 2030 as subscription libraries displace hardware gating. The United States gaming market size for cloud play is poised to accelerate once latency guarantees solidify across major metros.

Demand convergence is evident: households share game progress between phone and television, prompting publishers to architect cross-save functionality from day one. Handheld entry points feed premium cloud tiers where higher-fidelity sessions occur on larger screens. Although energy consumption for server-side rendering is 17% higher than local play, operators anticipate offset through scale efficiencies and renewable-powered data-center contracts.

United States Gaming Market: Market Share by Platform
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By Revenue Model: Subscription Growth Challenges IAP Leadership

In-App Purchases retained 44.54% revenue share in 2024, but Subscription Passes will expand at 10.65% CAGR as players gravitate to predictable monthly outlays. Bundles such as Game Pass fold cloud access into the fee, raising perceived value and curbing churn. The United States gaming market size attributed to subscriptions rises alongside catalog breadth, allowing publishers to rotate legacy hits for monetization re-activation.

Hybrid constructs are emerging: titles mix season passes with rewarded-ad boosters to balance whales and value seekers. Advertising-supported models gain traction among price-sensitive audiences and embed brand partners directly into game worlds. Premium pay-to-own releases persist for narrative-driven experiences but represent a shrinking slice of the spending pie.

By Genre: Shooter Stability Contrasts RPG Innovation

Shooter games commanded 62.76% share of the United States gaming market size in 2024 as competitive formats and spectator appeal reinforce repeat engagement. Role-Playing and MMO titles are forecast to post an 11.03% CAGR, propelled by persistent worlds, social guild structures, and frequent expansion packs. 

Cross-media collaborations, such as Disney’s IP infusion into Fortnite, blur genre lines and introduce familiar characters into sandbox environments. Shooter platforms diversify revenue through esports leagues and cosmetic skin drops, while RPG publishers emphasize narrative depth and user-generated mods to lengthen lifecycle.

United States Gaming Market: Market Share by Revenue Model
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By Gamer Demographic: Core Segment Concentration Intensifies

Gamers aged 18-34 made up 39.87% of users in 2024 and will grow at 9.98% CAGR, demonstrating deep wallet share and habitual engagement. This segment’s loyalty encourages premium tier stratification and early adoption of cloud subscriptions.

Under-18 users benefit from parental-approved mobile catalogues, whereas 35-44 players gravitate toward high-resolution console experiences paired with nostalgia IP. Adoption among the 45+ cohort rises gradually as simplified interfaces reduce learning curves, yet spending still skews toward the core demographic with established play patterns.

Geography Analysis

Premium revenues cluster in coastal metros where 5G density and disposable income intersect. Fixed-wireless rollouts are narrowing the gap, bringing multi-hundred-megabit speeds to exurban counties and unlocking cloud gaming potential. The United States gaming market sees strong monetization in states hosting franchise esports arenas, California, Texas, and New York—thanks to event tourism and local sponsorship activations. 

Midwestern and Southern regions show above-average mobile uptake, leveraging smartphone ubiquity to bypass limited console penetration. Regional content preferences influence genre success; for example, sports simulations perform best in markets with established professional leagues.

Studio locations align with technology clusters: Seattle, Austin, and Los Angeles anchor development talent, shaping cultural references and art direction in shipped titles. Federal and state tax incentives continue to lure new studios into emerging hubs, diversifying the geographic footprint of content creation.

Competitive Landscape

The arena is moderately concentrated, with platform holders integrating hardware, storefronts, and cloud capacity to trap users in walled-garden ecosystems. Microsoft closed its USD 69 billion acquisition of Activision Blizzard in 2025, securing control over flagship shooter and RPG franchises. Sony counter-programs by enhancing exclusive pipelines and expanding PlayStation Plus premium tiers.[4]Sony Group Corporation, “Consolidated Financial Results FY24 Q3,” sony.com

Cross-industry alliances complement outright M&A. Disney’s USD 1.5 billion minority stake in Epic Games merges blockbuster cinematic IP with Unreal Engine community creation tools. Carriers such as Verizon bundle game streaming into mobile contracts, leveraging 5G infrastructure as a service differentiator. Smaller independents compete on creativity and niche communities, often turning to publisher-agnostic cloud platforms to reduce capital intensity.

Operator strategy increasingly revolves around artificial-intelligence personalization and data-driven retention. Studios that master live-ops cadence and cross-platform networking command higher lifetime value per player. Conversely, rising production costs and compliance oversight raise the threshold for market entry, encouraging selective consolidation and partnership models.

United States Gaming Industry Leaders

  1. Activision Blizzard, Inc.

  2. Electronic Arts Inc.​

  3. Take-Two Interactive Software Inc.​

  4. Zynga Inc.

  5. Microsoft Corporation

  6. *Disclaimer: Major Players sorted in no particular order
United States Gaming Market Concentration
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Recent Industry Developments

  • May 2025: The U.S. Court of Appeals for the Ninth Circuit upheld Microsoft’s USD 69 billion acquisition of Activision Blizzard, ending federal antitrust challenges.
  • January 2025: The Federal Trade Commission and HoYoverse reached a USD 20 million settlement over Genshin Impact loot-box practices, setting new disclosure precedents.
  • October 2024: GSMA reported that 5G connections surpassed 55% of all U.S. mobile lines, with FWA subscriptions nearing 10 million, reinforcing cloud-gaming readiness.
  • March 2024: Unity’s 2024 Gaming Report revealed 62% of studios now embed AI in production, accelerating content release cycles.

Table of Contents for United States Gaming Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Growing cloud-gaming subscriptions
    • 4.2.2 Rising mobile-gamer base and smartphone penetration
    • 4.2.3 Esports media-rights monetization boom
    • 4.2.4 AI-driven in-game personalization lifts ARPU
    • 4.2.5 FTC micro-transaction guidance clarity
    • 4.2.6 5G fixed-wireless roll-out lowers latency
  • 4.3 Market Restraints
    • 4.3.1 Escalating AAA development and marketing costs
    • 4.3.2 Regulatory scrutiny on loot-box mechanics
    • 4.3.3 Senior real-time-engine talent shortage
    • 4.3.4 Energy-intensive data centers raise OPEX
  • 4.4 Regulatory Landscape
  • 4.5 Technological Outlook
  • 4.6 Porter’s Five Forces Analysis
    • 4.6.1 Threat of New Entrants
    • 4.6.2 Bargaining Power of Buyers
    • 4.6.3 Bargaining Power of Suppliers
    • 4.6.4 Threat of Substitutes
    • 4.6.5 Intensity of Competitive Rivalry
  • 4.7 Gaming-Base Indicator Analysis
    • 4.7.1 Internet penetration trends
    • 4.7.2 Smartphone and console penetration
    • 4.7.3 Mobile-gamer population by age and gender
    • 4.7.4 Usage statistics and play-time analytics
  • 4.8 Impact of Macroeconomic Factors on the Market

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Platform
    • 5.1.1 Mobile Gaming
    • 5.1.2 Console Gaming
    • 5.1.3 PC Gaming (Client and Browser)
    • 5.1.4 Cloud/Streaming Gaming
  • 5.2 By Revenue Model
    • 5.2.1 In-App Purchases (IAP)
    • 5.2.2 Premium (Pay-to-Own)
    • 5.2.3 Subscription Passes
    • 5.2.4 Advertising-Supported
  • 5.3 By Genre
    • 5.3.1 Action/Adventure
    • 5.3.2 Shooter
    • 5.3.3 Sports and Racing
    • 5.3.4 Role-Playing and MMO
    • 5.3.5 Casual/Puzzle
    • 5.3.6 Strategy and Card
    • 5.3.7 Other Genres
  • 5.4 By Gamer Demographic
    • 5.4.1 less than 18 Years
    • 5.4.2 18 – 34 Years
    • 5.4.3 35 – 44 Years
    • 5.4.4 45+ Years

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.4.1 Activision Blizzard Inc.
    • 6.4.2 Electronic Arts Inc.
    • 6.4.3 Microsoft Corporation (Xbox Game Studios)
    • 6.4.4 Sony Interactive Entertainment LLC
    • 6.4.5 Take-Two Interactive Software Inc.
    • 6.4.6 Epic Games Inc.
    • 6.4.7 Roblox Corp.
    • 6.4.8 Riot Games Inc.
    • 6.4.9 Nintendo Co., Ltd.
    • 6.4.10 Ubisoft Entertainment SA
    • 6.4.11 Valve Corp.
    • 6.4.12 Square Enix Holdings Co., Ltd.
    • 6.4.13 Capcom Co., Ltd.
    • 6.4.14 Bungie Inc.
    • 6.4.15 Niantic Inc.
    • 6.4.16 Bethesda Softworks LLC
    • 6.4.17 CD Projekt S.A.
    • 6.4.18 Nexon Co., Ltd.
    • 6.4.19 Zynga Inc.
    • 6.4.20 BioWare (U.S. studio)

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-Need Assessment
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United States Gaming Market Report Scope

As per the scope of the report, gaming is defined as playing electronic games through a variety of means, such as computers, mobile phones, consoles, or other mediums altogether. There is an increasing prevalence of high-speed internet connections, especially in emerging economies, which has made online gaming practical for more people in recent years.

The gaming market estimates indicate the revenues accrued from physical(boxed games) and digital games(browsers, websites, and social networks), in-app spending(microtransactions), and subscription services (ad-based revenues are not included). The study is structured to provide an in-depth understanding of different modes of gaming, such as consoles, mobile games, and browser PC/downloaded games.
The market sizes and forecasts are provided in terms of value (USD million) for all the above segments.

By Platform
Mobile Gaming
Console Gaming
PC Gaming (Client and Browser)
Cloud/Streaming Gaming
By Revenue Model
In-App Purchases (IAP)
Premium (Pay-to-Own)
Subscription Passes
Advertising-Supported
By Genre
Action/Adventure
Shooter
Sports and Racing
Role-Playing and MMO
Casual/Puzzle
Strategy and Card
Other Genres
By Gamer Demographic
less than 18 Years
18 – 34 Years
35 – 44 Years
45+ Years
By Platform Mobile Gaming
Console Gaming
PC Gaming (Client and Browser)
Cloud/Streaming Gaming
By Revenue Model In-App Purchases (IAP)
Premium (Pay-to-Own)
Subscription Passes
Advertising-Supported
By Genre Action/Adventure
Shooter
Sports and Racing
Role-Playing and MMO
Casual/Puzzle
Strategy and Card
Other Genres
By Gamer Demographic less than 18 Years
18 – 34 Years
35 – 44 Years
45+ Years
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Key Questions Answered in the Report

How big is the United States gaming market in 2025?

The United States gaming market size reached USD 63.36 billion in 2025.

Which platform leads spending?

Mobile Gaming led with 56.43% of United States gaming market share in 2024.

What is the forecast growth rate through 2030?

Overall revenue is projected to rise at a 9.41% CAGR between 2025 and 2030.

Which revenue model is expanding fastest?

Subscription Passes are forecast to post a 10.65% CAGR through 2030.

What demographic spends the most on games?

Players aged 18-34 represent the largest and fastest-growing spending cohort at 39.87% share.

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