US Gaming Market Size - Industry Report on Share, Growth Trends & Forecasts Analysis (2025 - 2030)

The Report Covers US Gaming Market Share & Industry Trends and it is Segmented by Type (Mobile Gaming, Console Gaming, and PC Browser/Downloaded). The market size and forecasts are provided in terms of value (USD million) for all the above segments.

US Gaming Market Size - Industry Report on Share, Growth Trends & Forecasts Analysis (2025 - 2030)

US Gaming Market Size

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United States Gaming Market Summary
Study Period 2019 - 2030
Base Year For Estimation 2024
Forecast Data Period 2025 - 2030
Market Size (2025) USD 63.36 Billion
Market Size (2030) USD 99.33 Billion
CAGR (2025 - 2030) 9.41 %
Market Concentration Medium

Major Players

United States Gaming Market Major Players

*Disclaimer: Major Players sorted in no particular order

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US Gaming Market Analysis

The United States Gaming Market size is estimated at USD 63.36 billion in 2025, and is expected to reach USD 99.33 billion by 2030, at a CAGR of 9.41% during the forecast period (2025-2030).

The increased adoption of video streaming apps on mobile devices and televisions to watch movies, TV shows, and live events on-demand, has driven the demand for the gaming industry in the country. Moreover, many consumers want to play the latest games without requiring a new PC or a console. This has aided the development of newer formats as well.

  • According to a study by the ESA, last year, more than 227 million players in the United States region played video games. In total, 80% of the players are over 18 years old. Furthermore, 76% of American kids under 18 years are players. In addition, 74% of American households have at least one video game player. Also, during the pandemic, 71% of parents agree that video games have been a much-needed break for their children. Also, 66% of parents agree that video games made the transition to distance learning more accessible.
  • Further, 57% of the players used smartphones, 46% consoles, and 42% personal computers for playing video games. Also, 29% spent 1 to 3 hours per week, 77% spent more than 3 hours a week, and 51% spent more than 7+ hours playing video games in the country last year.
  • Some key vendors, like Microsoft, which generates the largest revenue share in the United States, are focusing on leveraging the growing video game consumption in the country by launching new products. In November 2020, Microsoft launched the Xbox Series X and the Xbox Series S with live and virtual global activations. The games developed for the new consoles showcase visuals at 120 FPS. The consoles are equipped with 12 teraflops of processing power with AMD Zen 2 and RDNA 2 architectures.
  • In addition, some of the prominent foreign players are expanding their presence in the United States to leverage the growth in the gaming market. For instance, the Chinese gaming company, Tencent Holdings, launched a new studio in California last year. The company built the new studio to focus on publishing AAA titles. The company generates half of its gaming revenues from overseas.
  • Some of the major US-based video game companies are focusing on mobile gaming to improve their positions in the market. Last February, Electronic Arts Inc. acquired the US-based developer of mobile games, Glu Mobile, for USD 2.1 billion. The acquisition doubled Electronic Arts' mobile business.
  • Also, due to the enforced lockdown during the COVID-19 pandemic, people have been staying at home and turning toward gaming platforms to pass their time. These platforms have been attracting more than hundreds and thousands of new visitors in online traffic.
  • Video gaming trends experienced a significant surge in players and revenue last year. Organizations such as Microsoft, Nintendo, Twitch, and Activision, have reached new heights in player investment. Further, last year, Microsoft reported that subscribers to Xbox Game Pass, a Netflix-like subscription service, topped 10 million. Among those subscribers, Microsoft reported a 130-percent increase in multiplayer engagement across March and April.

US Gaming Industry Overview

The United States Gaming Market is fragmented and has some major players who have adopted various growth strategies, such as mergers and acquisitions, new product launches, expansions, joint ventures, partnerships, and others, to strengthen their position in this market. The major players in the market are Activision Blizzard Inc., Electronic Arts Inc., Take-Two Interactive Software Inc., Zynga Inc., and Microsoft Corporation, among others.

  • July 2022: Codemasters and Electronic Arts Inc. launched EA SPORTS F122, the official game of the 2022 FIA Formula One World Championship, for PlayStation5, Xbox Series X|S, PlayStation4, Xbox One, and PC via Origin Steam.
  • May 2022: Take-Two Interactive Software announced the completion of its combination with Zynga Inc. Under the merger agreement's terms, Zynga stockholders received USD 3.50 in cash and 0.0406 shares of Take-Two common stock per share of Zynga common stock.

US Gaming Market 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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US Gaming Market News

  • May 2022: Electronic Arts has partnered with Middle-earth Enterprises, a division of The Saul Zaentz Company, to develop a new free-to-play mobile game. The Lord of the Rings: Heroes of Middle-earth is a Collectible Role-Playing Game (RPG) that brings the fantasy and adventure of The Lord of the Rings to existing fans and new audiences alike in a strategic, social-competitive experience.
  • April 2022: Activision Blizzard, Inc. announced that its stockholders approved Microsoft Corporation's proposal to acquire the company. In January 2022, Microsoft announced plans to acquire Activision Blizzard for USD 95.00 per share in an all-cash transaction. The proposed transaction is expected to close in Microsoft's fiscal year ending June 30, 2023.

US Gaming Market Report - Table of Contents

1. INTRODUCTION

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

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Ecosystem Analysis
  • 4.3 Porter's Five Forces Analysis
    • 4.3.1 Threat of New Entrants
    • 4.3.2 Bargaining Power of Buyers
    • 4.3.3 Bargaining Power of Suppliers
    • 4.3.4 Threat of Substitutes
    • 4.3.5 Intensity of Competitive Rivalry
  • 4.4 Impact of COVID-19 on United States Gaming Market
  • 4.5 Gaming Base Indicator Analysis
    • 4.5.1 Current State of Internet Penetration in United States
    • 4.5.2 Smartphone and Console Penetration In United States
    • 4.5.3 Mobile Gamers Population By Age and Gender
    • 4.5.4 United States Mobile Gamer Demographics And Usage Statistics
  • 4.6 United States Game publishers vs. International
  • 4.7 Top 10 Games And their Publishers?
  • 4.8 Social media usage in the United States (Overview, Leading Platforms, Usage trends, Impact of COVID-19)
  • 4.9 United States Game Developer Statistics (industry overview, Demographics, Job market statistics etc.)

5. MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Growing Cloud Gaming subscriptions
    • 5.1.2 Increasing trend fpr PVP format
  • 5.2 Market Restraints
    • 5.2.1 Huge capital investments in R&D

6. MARKET SEGMENTATION

  • 6.1 Types
    • 6.1.1 Mobile Gaming (Market Overview, Key Monetization and Promotion Methods etc.)
    • 6.1.2 Console Gaming
    • 6.1.3 PC Browser/Downloaded

7. COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Activision Blizzard Inc.
    • 7.1.2 Electronic Arts Inc.
    • 7.1.3 Take-Two Interactive Software Inc.
    • 7.1.4 Zynga Inc.
    • 7.1.5 Microsoft Corporation
    • 7.1.6 Nintendo Co. Ltd
    • 7.1.7 Ubisoft Entertainment SA
    • 7.1.8 Sony Corporation
    • 7.1.9 BioWare
    • 7.1.10 Valve Corporation
  • *List Not Exhaustive

8. MARKET OPPORTUNITIES AND FUTURE TRENDS?

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US Gaming Industry Segmentation

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.

Types Mobile Gaming (Market Overview, Key Monetization and Promotion Methods etc.)
Console Gaming
PC Browser/Downloaded
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US Gaming Market Research FAQs

How big is the United States Gaming Market?

The United States Gaming Market size is expected to reach USD 63.36 billion in 2025 and grow at a CAGR of 9.41% to reach USD 99.33 billion by 2030.

What is the current United States Gaming Market size?

In 2025, the United States Gaming Market size is expected to reach USD 63.36 billion.

Who are the key players in United States Gaming Market?

Activision Blizzard, Inc., Electronic Arts Inc.​, Take-Two Interactive Software Inc.​, Zynga Inc. and Microsoft Corporation are the major companies operating in the United States Gaming Market.

What years does this United States Gaming Market cover, and what was the market size in 2024?

In 2024, the United States Gaming Market size was estimated at USD 57.40 billion. The report covers the United States Gaming Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the United States Gaming Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.

US Gaming Industry Report

The US gaming market is experiencing significant growth, driven by advancements in mobile gaming, console gaming, and PC browser/downloaded games. The industry analysis reveals a robust market forecast, with market leaders playing a pivotal role in shaping the industry trends. The industry outlook remains positive, supported by comprehensive industry reports and detailed industry research.

Market data indicates a steady increase in market value, with market growth being a key focus for industry stakeholders. The market overview highlights the diverse market segmentation, which is crucial for understanding the market dynamics. Industry statistics provide insights into the industry's performance, while industry information and industry sales data offer a deeper understanding of market operations.

The market predictions suggest continued expansion, and the market review underscores the importance of staying updated with market trends. Research companies play a vital role in providing accurate market analysis and industry information. The industry size and industry statistics are essential for gauging the market's potential, and the industry research supports strategic decision-making.

The report example and report PDF are valuable resources for stakeholders seeking detailed insights into the market. The market outlook is optimistic, with industry trends indicating sustained growth. The industry analysis and industry reports provide a comprehensive view of the market, ensuring that stakeholders are well-informed about the latest developments and future prospects.