North America Video Game Market Size, Share & Industry Trends Analysis Report By Type (Offline and Online), By Device (Mobile, Console, and Computer), By Country and Growth Forecast, 2022 – 2028

North America Video Game Market Size, Share & Industry Trends Analysis Report By Type (Offline and Online), By Device (Mobile, Console, and Computer), By Country and Growth Forecast, 2022 – 2028

The North America Video Game Market would witness market growth of 10.9% CAGR during the forecast period (2022-2028).

The esports sector is booming as a result of factors such as increased audience reach and engagement, increased live streaming of video games, massive investments, and expanding infrastructure for large competitions. Influencers, gamers, game developers, and event organizers now have more chances because of the growing professionalism of the esports business. Furthermore, due to the growing popularity of gaming competitions, streaming earnings, massive global prizes, and one-to-one sponsorships, millennials have begun to pursue esports as a professional career. Additionally, colleges and universities are developing a dedicated esports curriculum to support and train talented professionals.

Several well-known universities have started offering esports degree programs, including Becker College in Massachusetts, Shenandoah University in Virginia, and Ohio State University. In addition, many high schools in the United States have begun to offer esports programs alongside traditional sports like soccer. Some academic schools offer scholarships to esports athletes for advancement in addition to sports programs. The University of California Irvine, for example, provides scholarships to the top six esports players.

The pandemic's impact has spurred sales, with consumers spending 31 percent more on video games and premium services. Revenue from mobile gaming will increase to $77.2 billion by 2020 by 13.3%. Eighty percent of gaming companies in the United States are aiming to increase their sales internationally. The release of next-generation consoles would be a boost to the industry in terms of both hardware and software. By 2024, eSports is expected to be worth more than $2.5 billion.

Through Trade Experts at 100 U.S. Export Helps Relieve and over 80 U.S. Consulates and Embassies, the International Trade Administration's Global Media & Entertainment (M&E) Team: The Video Game Sector aids American gaming companies with export, license, and expansion initiatives. A minimum of one gamer lives in 75% of US homes, making the video gaming industry worth $159.3 billion in 2020, with 2.7 billion gamers.

The US market dominated the North America Video Game Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $66,751 million by 2028. The Canada market is estimated to grow at a CAGR of 13.5% during (2022 - 2028). Additionally, The Mexico market would witness a CAGR of 12.5% during (2022 - 2028).

Based on Type, the market is segmented into Offline and Online. Based on Device, the market is segmented into Mobile, Console, and Computer. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Electronic Arts, Inc., Nintendo Co., Ltd., Rovio Entertainment Corporation, Microsoft Corporation, Lucid Games Ltd., Tencent Holdings Ltd., Activision Blizzard, Inc., Sony Corporation, Apple, Inc., and The Walt Disney Company.

Scope of the Study

Market Segments covered in the Report:

By Type

  • Offline
  • Online
By Device
  • Mobile
  • Console
  • Computer
By Country
  • US
  • Canada
  • Mexico
  • Rest of North America
Companies Profiled
  • Electronic Arts, Inc.
  • Nintendo Co., Ltd.
  • Rovio Entertainment Corporation
  • Microsoft Corporation
  • Lucid Games Ltd.
  • Tencent Holdings Ltd.
  • Activision Blizzard, Inc.
  • Sony Corporation
  • Apple, Inc.
  • The Walt Disney Company
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 North America Video Game Market, by Type
1.4.2 North America Video Game Market, by Device
1.4.3 North America Video Game Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Acquisition and Mergers
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move: (Partnerships, Collaborations and Agreements: 2018, Nov – 2022, Jan) Leading Players
Chapter 4. North America Video Game Market by Type
4.1 North America Offline Market by Country
4.2 North America Online Market by Country
Chapter 5. North America Video Game Market by Device
5.1 North America Mobile Market by Country
5.2 North America Console Market by Country
5.3 North America Computer Market by Country
Chapter 6. North America Video Game Market by Country
6.1 US Video Game Market
6.1.1 US Video Game Market by Type
6.1.2 US Video Game Market by Device
6.2 Canada Video Game Market
6.2.1 Canada Video Game Market by Type
6.2.2 Canada Video Game Market by Device
6.3 Mexico Video Game Market
6.3.1 Mexico Video Game Market by Type
6.3.2 Mexico Video Game Market by Device
6.4 Rest of North America Video Game Market
6.4.1 Rest of North America Video Game Market by Type
6.4.2 Rest of North America Video Game Market by Device
Chapter 7. Company Profiles
7.1 Electronic Arts, Inc.
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Research & Development Expenses
7.1.4 Recent strategies and developments:
7.1.4.1 Partnerships, Collaborations, and Agreements:
7.1.4.2 Acquisition and Mergers:
7.2 Nintendo Co., Ltd.
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Segmental and Regional Analysis
7.2.4 Research & Development Expenses
7.2.5 Recent strategies and developments:
7.2.5.1 Product Launches and Product Expansions:
7.3 Rovio Entertainment Corporation
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental and Regional Analysis
7.3.4 Recent strategies and developments:
7.3.4.1 Acquisition and Mergers:
7.4 Microsoft Corporation
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Segmental and Regional Analysis
7.4.4 Research & Development Expenses
7.4.5 Recent strategies and developments:
7.4.5.1 Partnerships, Collaborations, and Agreements:
7.5 Lucid Games Ltd.
7.5.1 Company Overview
7.6 Tencent Holdings Ltd.
7.6.1 Company Overview
7.6.2 Financial Analysis
7.6.3 Segmental and Regional Analysis
7.6.4 Research & Development Expenses
7.6.5 Recent strategies and developments:
7.6.5.1 Acquisition and Mergers:
7.7 Activision Blizzard, Inc.
7.7.1 Company Overview
7.7.2 Financial Analysis
7.7.3 Segmental and Regional Analysis
7.8 Sony Corporation (Sony Interactive Entertainment LLC)
7.8.1 Company Overview
7.8.2 Financial Analysis
7.8.3 Segmental and Regional Analysis
7.8.4 Research and Development Expense
7.9 Apple, Inc.
7.9.1 Company Overview
7.9.2 Financial Analysis
7.9.3 Regional Analysis
7.9.4 Research & Development Expense
7.9.5 Recent strategies and developments:
7.9.5.1 Product Launches and Product Expansions:
7.10. The Walt Disney Company (Hulu LLC)
7.10.1 Company Overview
7.10.2 Financial Analysis
7.10.3 Segment and Regional Analysis
7.10.4 Recent strategies and developments:
7.10.4.1 Partnerships, Collaborations, and Agreements:
7.10.4.2 Product Launches and Product Expansions:

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