North America Gaming Market Forecast 2023-2032

North America Gaming Market Forecast 2023-2032


KEY FINDINGS
The North America gaming market is set to increase with an 11.78% CAGR during the forecast period, 2023 to 2032. Rising smartphone usage, increased online gamers, government funding for digital production, technological advancements, and esports popularity are expected to propel market growth.
MARKET INSIGHTS
The North America gaming market growth evaluation entails a thorough assessment of the United States and Canada. The gaming industry constitutes a significant portion of Canada’s entertainment sector and has demonstrated remarkable success due to its adaptability to evolving markets. Companies such as Ubisoft Montreal have innovatively engaged users by incorporating historical and cultural information into gameplay, enhancing the virtual tourism experience.
Supportive governmental policies, including tax breaks and other incentives, have been crucial in nurturing this sector. Additionally, Canada boasts a substantial pool of talented professionals contributing to the industry’s growth. Home to several top-tier game development studios, Canada holds a strong position in the global gaming landscape.
Furthermore, its thriving independent gaming industry has recently produced critically acclaimed titles, underlining Canada’s potential to nurture creativity and innovation within the gaming domain. The cumulative effect of these factors positions Canada as a vibrant hub for the gaming industry, with a promising outlook for future growth.
COMPETITIVE INSIGHTS
Leading market players are Nintendo Co Ltd, Rockstar Games Inc, Sega Sammy Holdings 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


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. Market Overview
2.3. Scope Of Study
2.4. Crisis Scenario Analysis
2.5. Major Market Findings
2.5.1. Mobile Gaming Delivers A High-quality Gaming Experience
2.5.2. Esports Has Facilitated New Marketing Avenues
2.5.3. Social Media Has Enabled Easier Connections Among Gamers
3. Market Dynamics
3.1. Key Drivers
3.1.1. Emergence Of Next-generation Gaming Consoles
3.1.2. Surging Internet Penetration
3.1.3. Growing Number Of Smartphone Users
3.1.4. Huge & Loyal Consumer Base Of Digital Games
3.1.5. Easy Availability Of Free Games
3.2. Key Restraints
3.2.1. High Game Development Costs
3.2.2. Piracy Issues
3.2.3. Increasing Prevalence Of Counterfeit Gaming Products
3.2.4. Complexity Of Localizing Games
3.2.5. Hardware Compatibility Difficulties
4. Key Analytics
4.1. Timeline Of The Gaming Industry
4.2. Parent Market Analysis: Media & Entertainment
4.3. Key Technology Trends
4.3.1. 5g Connectivity Has Enabled Increased Processing Power And Reduced Latency
4.3.2. Virtual And Augmented Reality Deliver Immersive Experiences At Competitive Prices
4.3.3. Cloud Gaming Gives Access To Players From Any Device, Anytime And Anywhere
4.3.4. Edge Computing Minimizes User Latency, Game Lag, And Player Input Delay
4.3.5. Emergence Of Different Game Types
4.3.5.1. Real Time Strategy (Rts)
4.3.5.2. Role-playing (Rpg)
4.3.5.3. Multiplayer Online Battle Arena
4.3.5.4. Sandbox
4.3.5.5. Shooter
4.3.5.6. Simulation & Sports
4.4. Impact Of Covid-19 On Gaming Market
4.5. Porter’s Five Forces Analysis
4.5.1. Buyers Power
4.5.2. Suppliers Power
4.5.3. Substitution
4.5.4. New Entrants
4.5.5. Industry Rivalry
4.6. Growth Prospect Mapping
4.7. Market Maturity Analysis
4.8. Market Concentration Analysis
4.9. Value Chain Analysis
4.9.1. Component Suppliers
4.9.2. Research & Development
4.9.3. Hardware Manufacturing Development & Publishing
4.9.4. Distributors
4.10. Key Buying Criteria
4.10.1. Game Ratings
4.10.2. Exclusivity
4.10.3. Online Service
4.10.4. Device Type & Compatibility
4.10.4.1. Performance
4.10.4.2. Backward Compatibility
4.10.4.3. Peripherals
4.10.4.4. Storage
4.10.4.5. Media Support
5. Market By Type
5.1. Online
5.2. Offline
6. Market By Component
6.1. Software
6.2. Hardware
7. Market By Device Type
7.1. Console Gaming
7.2. Mobile Gaming
7.2.1. Android
7.2.2. Ios
7.3. Pc Gaming
7.4. Browser Gaming
8. Market By Genre
8.1. Action/ Adventure Games
8.2. Arcade Games
8.3. Strategy & Brain Games
8.4. Casino Games
8.5. Casual Games
8.6. Sports Games
8.7. Other Genres
9. Geographical Analysis
9.1. North America
9.1.1. Market Size & Estimates
9.1.2. North America Gaming Market Drivers
9.1.3. North America Gaming Market Challenges
9.1.4. North America Gaming Market Regulatory Framework
9.1.5. Key Players In North America Gaming Market
9.1.6. Country Analysis
9.1.6.1. United States
9.1.6.1.1. United States Gaming Market Size & Opportunities
9.1.6.2. Canada
9.1.6.2.1. Canada Gaming Market Size & Opportunities
10. Competitive Landscape
10.1. Key Strategic Developments
10.1.1. Mergers & Acquisitions
10.1.2. Product Launches & Developments
10.1.3. Partnerships & Agreements
10.1.4. Business Expansions & Divestitures
10.2. Company Profiles
10.2.1. Activision Blizzard
10.2.1.1. Company Overview
10.2.1.2. Products Overview
10.2.1.3. Strengths & Challenges
10.2.2. Bethesda Softworks Llc
10.2.2.1. Company Overview
10.2.2.2. Products Overview
10.2.2.3. Strengths & Challenges
10.2.3. Electronic Arts Inc
10.2.3.1. Company Overview
10.2.3.2. Products Overview
10.2.3.3. Strengths & Challenges
10.2.4. Gameloft (Acquired By Vivendi)
10.2.4.1. Company Overview
10.2.4.2. Products Overview
10.2.4.3. Strengths & Challenges
10.2.5. Microsoft Corporation
10.2.5.1. Company Overview
10.2.5.2. Products Overview
10.2.5.3. Strengths & Challenges
10.2.6. Nexon Co Ltd
10.2.6.1. Company Overview
10.2.6.2. Products Overview
10.2.6.3. Strengths & Challenges
10.2.7. Nintendo Co Ltd
10.2.7.1. Company Overview
10.2.7.2. Products Overview
10.2.7.3. Strengths & Challenges
10.2.8. Nvidia
10.2.8.1. Company Overview
10.2.8.2. Products Overview
10.2.8.3. Strengths & Challenges
10.2.9. Rockstar Games Inc
10.2.9.1. Company Overview
10.2.9.2. Products Overview
10.2.9.3. Strengths & Challenges
10.2.10. Sega
10.2.10.1. Company Overview
10.2.10.2. Products Overview
10.2.10.3. Strengths & Challenges
10.2.11. Sony Corporation
10.2.11.1. Company Overview
10.2.11.2. Products Overview
10.2.11.3. Strengths & Challenges
10.2.12. Square Enix Holdings Co Ltd
10.2.12.1. Company Overview
10.2.12.2. Products Overview
10.2.12.3. Strengths & Challenges
10.2.13. Ubisoft Entertainment Sa
10.2.13.1. Company Overview
10.2.13.2. Products Overview
10.2.13.3. Strengths & Challenges
10.2.14. Zynga
10.2.14.1. Company Overview
10.2.14.2. Products Overview
10.2.14.3. Strengths & Challenges

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