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Video Game Market In US 2026-2030

Publisher TechNavio
Published Feb 11, 2026
Length 180 Pages
SKU # INF20865350

Description

Video Game Market In US 2026-2030

The video game market in us is forecasted to grow by USD 41.1 bn during 2025-2030, accelerating at a CAGR of 13.8% during the forecast period. The report on the video game market in us provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by growing demand for immersive experiences, rising adoption of cloud gaming, expanding mobile gaming engagement.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Technavio's video game market in us is segmented as below:

By Platform
  • Mobile devices
  • Consoles
  • Computing devices
By Type
  • Offline
  • Online
By End-User
  • Casual gamers
  • Hardcore gamers
  • Esports enthusiasts
Geography
  • North America
  • US
This study identifies the independent game releases growing rapidly as one of the prime reasons driving the video game market in us growth during the next few years. Also, subscription gaming services expanding reach and rise of esports viewership across platforms will lead to sizable demand in the market.

The report on the video game market in us covers the following areas:
  • Video game market in us sizing
  • Video game market in us forecast
  • Video game market in us industry analysis
The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading video game market in us vendors that include Apple Inc., BANDAI NAMCO Europe S.A.S, Electronic Arts Inc., Embracer Group AB, Epic Games Inc., Konami Group Corp., NEXON Co. Ltd., Nintendo Co. Ltd., Roblox Corp., Sega Corp., Sony Interactive Entertainment, Square Enix Limited, Take Two Interactive Software, Ubisoft Entertainment SA, Xbox Game Studios. Also, the video game market in us analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

180 Pages
1 Executive Summary
1.1 Market overview
Executive Summary - Chart on Market Overview
Executive Summary - Data Table on Market Overview
Executive Summary - Chart on Country Market Characteristics
Executive Summary - Chart on Market Segmentation by Platform
Executive Summary - Chart on Market Segmentation by Type
Executive Summary - Chart on Market Segmentation by End-user
Executive Summary - Chart on Company Market Positioning
2 Technavio Analysis
2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
2.2 Criticality of inputs and Factors of differentiation
Overview on criticality of inputs and factors of differentiation
2.3 Factors of disruption
Overview on factors of disruption
2.4 Impact of drivers and challenges
Impact of drivers and challenges in 2025 and 2030
3 Market Landscape
3.1 Market ecosystem
Chart on Parent Market
Data Table on - Parent Market
3.2 Market characteristics
Chart on Market characteristics analysis
3.3 Value chain analysis
Chart on Value chain analysis
4 Market Sizing
4.1 Market definition
Data Table on Offerings of companies included in the market definition
4.2 Market segment analysis
Market segments
4.3 Market size 2025
4.4 Market outlook: Forecast for 2025-2030
Chart on US - Market size and forecast 2025-2030 ($ billion)
Data Table on US - Market size and forecast 2025-2030 ($ billion)
Chart on US: Year-over-year growth 2025-2030 (%)
Data Table on US: Year-over-year growth 2025-2030 (%)
5 Historic Market Size
5.1 Video Game Market in US 2020 - 2024
Historic Market Size - Data Table on Video Game Market in US 2020 - 2024 ($ billion)
5.2 Platform segment analysis 2020 - 2024
Historic Market Size - Platform Segment 2020 - 2024 ($ billion)
5.3 Type segment analysis 2020 - 2024
Historic Market Size - Type Segment 2020 - 2024 ($ billion)
5.4 End-user segment analysis 2020 - 2024
Historic Market Size - End-user Segment 2020 - 2024 ($ billion)
6 Qualitative Analysis
6.1 AI Impact on Video Game Market in US
7 Five Forces Analysis
7.1 Five forces summary
Five forces analysis - Comparison between 2025 and 2030
7.2 Bargaining power of buyers
Bargaining power of buyers - Impact of key factors 2025 and 2030
7.3 Bargaining power of suppliers
Bargaining power of suppliers - Impact of key factors in 2025 and 2030
7.4 Threat of new entrants
Threat of new entrants - Impact of key factors in 2025 and 2030
7.5 Threat of substitutes
Threat of substitutes - Impact of key factors in 2025 and 2030
7.6 Threat of rivalry
Threat of rivalry - Impact of key factors in 2025 and 2030
7.7 Market condition
Chart on Market condition - Five forces 2025 and 2030
8 Market Segmentation by Platform
8.1 Market segments
Chart on Platform - Market share 2025-2030 (%)
Data Table on Platform - Market share 2025-2030 (%)
8.2 Comparison by Platform
Chart on Comparison by Platform
Data Table on Comparison by Platform
8.3 Mobile devices - Market size and forecast 2025-2030
Chart on Mobile devices - Market size and forecast 2025-2030 ($ billion)
Data Table on Mobile devices - Market size and forecast 2025-2030 ($ billion)
Chart on Mobile devices - Year-over-year growth 2025-2030 (%)
Data Table on Mobile devices - Year-over-year growth 2025-2030 (%)
8.4 Consoles - Market size and forecast 2025-2030
Chart on Consoles - Market size and forecast 2025-2030 ($ billion)
Data Table on Consoles - Market size and forecast 2025-2030 ($ billion)
Chart on Consoles - Year-over-year growth 2025-2030 (%)
Data Table on Consoles - Year-over-year growth 2025-2030 (%)
8.5 Computing devices - Market size and forecast 2025-2030
Chart on Computing devices - Market size and forecast 2025-2030 ($ billion)
Data Table on Computing devices - Market size and forecast 2025-2030 ($ billion)
Chart on Computing devices - Year-over-year growth 2025-2030 (%)
Data Table on Computing devices - Year-over-year growth 2025-2030 (%)
8.6 Market opportunity by Platform
Market opportunity by Platform ($ billion)
Data Table on Market opportunity by Platform ($ billion)
9 Market Segmentation by Type
9.1 Market segments
Chart on Type - Market share 2025-2030 (%)
Data Table on Type - Market share 2025-2030 (%)
9.2 Comparison by Type
Chart on Comparison by Type
Data Table on Comparison by Type
9.3 Offline - Market size and forecast 2025-2030
Chart on Offline - Market size and forecast 2025-2030 ($ billion)
Data Table on Offline - Market size and forecast 2025-2030 ($ billion)
Chart on Offline - Year-over-year growth 2025-2030 (%)
Data Table on Offline - Year-over-year growth 2025-2030 (%)
9.4 Online - Market size and forecast 2025-2030
Chart on Online - Market size and forecast 2025-2030 ($ billion)
Data Table on Online - Market size and forecast 2025-2030 ($ billion)
Chart on Online - Year-over-year growth 2025-2030 (%)
Data Table on Online - Year-over-year growth 2025-2030 (%)
9.5 Market opportunity by Type
Market opportunity by Type ($ billion)
Data Table on Market opportunity by Type ($ billion)
10 Market Segmentation by End-user
10.1 Market segments
Chart on End-user - Market share 2025-2030 (%)
Data Table on End-user - Market share 2025-2030 (%)
10.2 Comparison by End-user
Chart on Comparison by End-user
Data Table on Comparison by End-user
10.3 Casual gamers - Market size and forecast 2025-2030
Chart on Casual gamers - Market size and forecast 2025-2030 ($ billion)
Data Table on Casual gamers - Market size and forecast 2025-2030 ($ billion)
Chart on Casual gamers - Year-over-year growth 2025-2030 (%)
Data Table on Casual gamers - Year-over-year growth 2025-2030 (%)
10.4 Hardcore gamers - Market size and forecast 2025-2030
Chart on Hardcore gamers - Market size and forecast 2025-2030 ($ billion)
Data Table on Hardcore gamers - Market size and forecast 2025-2030 ($ billion)
Chart on Hardcore gamers - Year-over-year growth 2025-2030 (%)
Data Table on Hardcore gamers - Year-over-year growth 2025-2030 (%)
10.5 Esports enthusiasts - Market size and forecast 2025-2030
Chart on Esports enthusiasts - Market size and forecast 2025-2030 ($ billion)
Data Table on Esports enthusiasts - Market size and forecast 2025-2030 ($ billion)
Chart on Esports enthusiasts - Year-over-year growth 2025-2030 (%)
Data Table on Esports enthusiasts - Year-over-year growth 2025-2030 (%)
10.6 Market opportunity by End-user
Market opportunity by End-user ($ billion)
Data Table on Market opportunity by End-user ($ billion)
11 Customer Landscape
11.1 Customer landscape overview
Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
12 Drivers, Challenges, and Opportunity
12.1 Market drivers
Growing demand for immersive experiences
Rising adoption of cloud gaming
Expanding mobile gaming engagement
12.2 Market challenges
Content saturation reducing player engagement
Platform fragmentation complicating game distribution
Increasing regulatory scrutiny on monetization
12.3 Impact of drivers and challenges
Impact of drivers and challenges in 2025 and 2030
12.4 Market opportunities
Independent game releases growing rapidly
Subscription gaming services expanding reach
Rise of Esports viewership across platforms
13 Competitive Landscape
13.1 Overview
13.2 Competitive Landscape
Overview on criticality of inputs and factors of differentiation
13.3 Landscape disruption
Overview on factors of disruption
13.4 Industry risks
Impact of key risks on business
14 Competitive Analysis
14.1 Companies profiled
Companies covered
14.2 Company ranking index
Company ranking index
14.3 Market positioning of companies
Matrix on companies position and classification
14.4 Apple Inc.
Apple Inc. - Overview
Apple Inc. - Business segments
Apple Inc. - Key news
Apple Inc. - Key offerings
Apple Inc. - Segment focus
SWOT
14.5 BANDAI NAMCO Europe S.A.S
BANDAI NAMCO Europe S.A.S - Overview
BANDAI NAMCO Europe S.A.S - Product / Service
BANDAI NAMCO Europe S.A.S - Key offerings
SWOT
14.6 Electronic Arts Inc.
Electronic Arts Inc. - Overview
Electronic Arts Inc. - Product / Service
Electronic Arts Inc. - Key offerings
SWOT
14.7 Embracer Group AB
Embracer Group AB - Overview
Embracer Group AB - Business segments
Embracer Group AB - Key offerings
Embracer Group AB - Segment focus
SWOT
14.8 Epic Games Inc.
Epic Games Inc. - Overview
Epic Games Inc. - Product / Service
Epic Games Inc. - Key offerings
SWOT
14.9 Konami Group Corp.
Konami Group Corp. - Overview
Konami Group Corp. - Business segments
Konami Group Corp. - Key offerings
Konami Group Corp. - Segment focus
SWOT
14.10 NEXON Co. Ltd.
NEXON Co. Ltd. - Overview
NEXON Co. Ltd. - Business segments
NEXON Co. Ltd. - Key offerings
NEXON Co. Ltd. - Segment focus
SWOT
14.11 Nintendo Co. Ltd.
Nintendo Co. Ltd. - Overview
Nintendo Co. Ltd. - Product / Service
Nintendo Co. Ltd. - Key offerings
SWOT
14.12 Roblox Corp.
Roblox Corp. - Overview
Roblox Corp. - Product / Service
Roblox Corp. - Key offerings
SWOT
14.13 Sega Corp.
Sega Corp. - Overview
Sega Corp. - Product / Service
Sega Corp. - Key offerings
SWOT
14.14 Sony Interactive Entertainment
Sony Interactive Entertainment - Overview
Sony Interactive Entertainment - Product / Service
Sony Interactive Entertainment - Key offerings
SWOT
14.15 Square Enix Limited
Square Enix Limited - Overview
Square Enix Limited - Product / Service
Square Enix Limited - Key offerings
SWOT
14.16 Take Two Interactive Software
Take Two Interactive Software - Overview
Take Two Interactive Software - Product / Service
Take Two Interactive Software - Key offerings
SWOT
14.17 Ubisoft Entertainment SA
Ubisoft Entertainment SA - Overview
Ubisoft Entertainment SA - Business segments
Ubisoft Entertainment SA - Key news
Ubisoft Entertainment SA - Key offerings
Ubisoft Entertainment SA - Segment focus
SWOT
14.18 Xbox Game Studios
Xbox Game Studios - Overview
Xbox Game Studios - Product / Service
Xbox Game Studios - Key offerings
SWOT
15 Appendix
15.1 Scope of the report
Market definition
Objectives
Notes and caveats
15.2 Inclusions and exclusions checklist
Inclusions checklist
Exclusions checklist
15.3 Currency conversion rates for US$
Currency conversion rates for US$
15.4 Research methodology
Research methodology
15.5 Data procurement
Information sources
15.6 Data validation
Data validation
15.7 Validation techniques employed for market sizing
Validation techniques employed for market sizing
15.8 Data synthesis
Data synthesis
15.9 360 degree market analysis
360 degree market analysis
15.10 List of abbreviations
List of abbreviations

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