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NORTH AMERICA GAMING MARKET FORECAST 2023-2032

SCOPE OF THE REPORT

North America Gaming Market by Type (Online, Offline) Market by Component (Software, Hardware) Market by Device Type (Console Gaming, Mobile Gaming (Android, IOS), PC Gaming, Browser Gaming) Market by Genre (Action/ Adventure Games, Arcade Games, Strategy & Brain Games, Casino Games, Casual Games, Sports Games, Other Genres) by Geography


MARKET OVERVIEW

The North America gaming market is estimated to progress with a CAGR of 11.78% during the forecasted period of 2023 to 2032, capturing a revenue share of $312.19 billion by 2032.

The market growth of the region is augmented by the increasing number of smartphone users, significant improvements in hardware and software, as well as the emergence of the organized e-sports business. However, the North America gaming market will likely be restrained due to the heightened risk of cyberattacks and the surge in competition.

North-America-Gaming-Market

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The North America gaming market growth analysis covers the assessment of the United States and Canada. As one of the largest gaming businesses worldwide, the United States significantly contributes to the global gaming market. In addition to various smaller studios and creators, the country is also home to some of the biggest gaming companies, such as Take-Two Interactive, Electronic Arts, and Activision Blizzard. Furthermore, the United States’ mobile gaming income has accelerated substantially over recent years as a result of the accessibility of tablets and smartphones, coupled with the expanding number of available mobile games.

On the other hand, gaming represents the largest segment of the Canadian entertainment industry. Moreover, by adjusting to its markets, the country’s gaming business has witnessed tremendous success. Various top-tier game development studios, such as Ubisoft Montreal and Bioware, are also located in Canada. In order to provide its users with a virtual, tourism sense of the world they are playing in, Ubisoft Montreal, for example, included historical as well as cultural information within the tour mode. Furthermore, with a sizeable pool of skilled workers, Canada’s government has also supported the sector with tax breaks as well as other incentives. As a result, the aforementioned factors are projected to augment the North America gaming market growth during the forecasting period.

The North America gaming market is segmented into type, component, device type, and genre. The type segment includes online and offline. Online games are prevalent on modern gaming platforms, including mobile devices, personal computers, and consoles. Online games range from the incorporation of complex graphics and virtual worlds to simple text-based environments.

Conversely, offline gaming primarily entails role-playing games, card games, custom board games, first-person shooters (FPS), and others, ranging from complex to simple gameplay mechanics and graphics. Furthermore, playing games offline provides users with more security and privacy since they do not have to worry about their private data being compromised or leaked online.

Leading companies operating in the North America gaming market include Activision Blizzard, Electronic Arts Inc, etc.

Activision Blizzard, headquartered in the United States, is a gaming company that creates as well as distributes entertainment material, interactive software products, and services for gaming consoles, desktop computers, and mobile devices. The company was founded following the merger of Vivendi Games and Activision Inc. Some of the prominent properties of the company include Diablo, Overwatch, Candy Crush, Call of Duty, World of Warcraft, and Hearthstone. 

World of Warcraft is a multiplayer online role-playing game where players can design their own characters by providing them with unique looks, abilities, and skills. Players can also select from a variety of classes and races, each with special skills as well as gameplay preferences.

REPORT SYNOPSIS

REPORT SCOPEDETAILS
Market Forecast Years2023-2032
Base Year2022
Market Historical Years2018-2022
Forecast UnitsRevenue ($ Billion)
Segments Analyzed
Type, Component, Device Type, Genre
Countries AnalyzedThe United States and Canada
Companies AnalyzedActivision Blizzard, Bethesda Softworks LLC, Electronic Arts Inc, Gameloft (Acquired by Vivendi), Microsoft Corporation, Nexon Co Ltd, Nintendo Co Ltd, Nvidia, Rockstar Games Inc, Sega, Sony Corporation, Square Enix Holdings Co Ltd, Ubisoft Entertainment SA, Zynga

TABLE OF CONTENT

  1. RESEARCH SCOPE & METHODOLOGY
    1. STUDY OBJECTIVES
    2. METHODOLOGY
    3. ASSUMPTIONS & LIMITATIONS
  2. EXECUTIVE SUMMARY
    1. MARKET SIZE & ESTIMATES
    2. MARKET OVERVIEW
    3. SCOPE OF STUDY
    4. CRISIS SCENARIO ANALYSIS
    5. MAJOR MARKET FINDINGS
      1. MOBILE GAMING DELIVERS A HIGH-QUALITY GAMING EXPERIENCE
      2. ESPORTS HAS FACILITATED NEW MARKETING AVENUES
      3. SOCIAL MEDIA HAS ENABLED EASIER CONNECTIONS AMONG GAMERS
  3. MARKET DYNAMICS
    1. KEY DRIVERS
      1. EMERGENCE OF NEXT-GENERATION GAMING CONSOLES
      2. SURGING INTERNET PENETRATION
      3. GROWING NUMBER OF SMARTPHONE USERS
      4. HUGE & LOYAL CONSUMER BASE OF DIGITAL GAMES
      5. EASY AVAILABILITY OF FREE GAMES 
    2. KEY RESTRAINTS
      1. HIGH GAME DEVELOPMENT COSTS
      2. PIRACY ISSUES
      3. INCREASING PREVALENCE OF COUNTERFEIT GAMING PRODUCTS
      4. COMPLEXITY OF LOCALIZING GAMES
      5. HARDWARE COMPATIBILITY DIFFICULTIES
  4. KEY ANALYTICS
    1. TIMELINE OF THE GAMING INDUSTRY
    2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
    3. KEY TECHNOLOGY TRENDS
      1. 5G CONNECTIVITY HAS ENABLED INCREASED PROCESSING POWER AND REDUCED LATENCY
      2. VIRTUAL AND AUGMENTED REALITY DELIVER IMMERSIVE EXPERIENCES AT COMPETITIVE PRICES
      3. CLOUD GAMING GIVES ACCESS TO PLAYERS FROM ANY DEVICE, ANYTIME AND ANYWHERE
      4. EDGE COMPUTING MINIMIZES USER LATENCY, GAME LAG, AND PLAYER INPUT DELAY
      5. EMERGENCE OF DIFFERENT GAME TYPES
        1. REAL TIME STRATEGY (RTS)
        2. ROLE-PLAYING (RPG)
        3. MULTIPLAYER ONLINE BATTLE ARENA
        4. SANDBOX
        5. SHOOTER
        6. SIMULATION & SPORTS
    4. IMPACT OF COVID-19 ON GAMING MARKET
    5. PORTER’S FIVE FORCES ANALYSIS
      1. BUYERS POWER
      2. SUPPLIERS POWER
      3. SUBSTITUTION
      4. NEW ENTRANTS
      5. INDUSTRY RIVALRY
    6. GROWTH PROSPECT MAPPING
    7. MARKET MATURITY ANALYSIS
    8. MARKET CONCENTRATION ANALYSIS
    9. VALUE CHAIN ANALYSIS
      1. COMPONENT SUPPLIERS
      2. RESEARCH & DEVELOPMENT
      3. HARDWARE MANUFACTURING DEVELOPMENT & PUBLISHING
      4. DISTRIBUTORS
    10. KEY BUYING CRITERIA
      1. GAME RATINGS
      2. EXCLUSIVITY
      3. ONLINE SERVICE
      4. DEVICE TYPE & COMPATIBILITY
        1. PERFORMANCE
        2. BACKWARD COMPATIBILITY
        3. PERIPHERALS
        4. STORAGE
        5. MEDIA SUPPORT
  5. MARKET BY TYPE
    1. ONLINE
    2. OFFLINE
  6. MARKET BY COMPONENT
    1. SOFTWARE
    2. HARDWARE
  7. MARKET BY DEVICE TYPE
    1. CONSOLE GAMING
    2. MOBILE GAMING
      1. ANDROID
      2. IOS
    3. PC GAMING
    4. BROWSER GAMING
  8. MARKET BY GENRE
    1. ACTION/ ADVENTURE GAMES
    2. ARCADE GAMES
    3. STRATEGY & BRAIN GAMES
    4. CASINO GAMES
    5. CASUAL GAMES
    6. SPORTS GAMES
    7. OTHER GENRES
  9. GEOGRAPHICAL ANALYSIS
    1. NORTH AMERICA
      1. MARKET SIZE & ESTIMATES
      2. NORTH AMERICA GAMING MARKET DRIVERS
      3. NORTH AMERICA GAMING MARKET CHALLENGES
      4. NORTH AMERICA GAMING MARKET REGULATORY FRAMEWORK
      5. KEY PLAYERS IN NORTH AMERICA GAMING MARKET
      6. COUNTRY ANALYSIS
        1. UNITED STATES
          1. UNITED STATES GAMING MARKET SIZE & OPPORTUNITIES
        2. CANADA
          1. CANADA GAMING MARKET SIZE & OPPORTUNITIES
  10. COMPETITIVE LANDSCAPE
    1. KEY STRATEGIC DEVELOPMENTS
      1. MERGERS & ACQUISITIONS
      2. PRODUCT LAUNCHES & DEVELOPMENTS
      3. PARTNERSHIPS & AGREEMENTS
      4. BUSINESS EXPANSIONS & DIVESTITURES
    2. COMPANY PROFILES
      1. ACTIVISION BLIZZARD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      2. BETHESDA SOFTWORKS LLC
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      3. ELECTRONIC ARTS INC
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      4. GAMELOFT (ACQUIRED BY VIVENDI)
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      5. MICROSOFT CORPORATION
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      6. NEXON CO LTD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      7. NINTENDO CO LTD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      8. NVIDIA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      9. ROCKSTAR GAMES INC
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      10. SEGA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      11. SONY CORPORATION
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      12. SQUARE ENIX HOLDINGS CO LTD
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      13. UBISOFT ENTERTAINMENT SA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES
      14. ZYNGA
        1. COMPANY OVERVIEW
        2. PRODUCTS OVERVIEW
        3. STRENGTHS & CHALLENGES

LIST OF TABLES

TABLE 1: MARKET SNAPSHOT – GAMING MARKET

TABLE 2: NINTH-GENERATION GAMING CONSOLES

TABLE 3: TIMELINE OF THE GAMING INDUSTRY

TABLE 4: LEADING DISTRIBUTORS OF DIGITAL GAMES WORLDWIDE

TABLE 5: NORTH AMERICA GAMING MARKET, BY TYPE, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 6: NORTH AMERICA GAMING MARKET, BY TYPE, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 7: NORTH AMERICA GAMING MARKET, BY COMPONENT, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 8: NORTH AMERICA GAMING MARKET, BY COMPONENT, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 9: NORTH AMERICA GAMING MARKET, BY DEVICE TYPE, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 10: NORTH AMERICA GAMING MARKET, BY DEVICE TYPE, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 11: NORTH AMERICA GAMING MARKET, BY MOBILE GAMING, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 12: NORTH AMERICA GAMING MARKET, BY MOBILE GAMING, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 13: NORTH AMERICA GAMING MARKET, BY GENRE, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 14: NORTH AMERICA GAMING MARKET, BY GENRE, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 15: NORTH AMERICA GAMING MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2022 (IN $ BILLION)

TABLE 16: NORTH AMERICA GAMING MARKET, BY COUNTRY, FORECAST YEARS, 2023-2032 (IN $ BILLION)

TABLE 17: NORTH AMERICA GAMING MARKET REGULATORY FRAMEWORK

TABLE 18: KEY PLAYERS OPERATING IN NORTH AMERICA GAMING MARKET

TABLE 19: LIST OF MERGERS & ACQUISITIONS

TABLE 20: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS

TABLE 21: LIST OF PARTNERSHIPS & AGREEMENTS

TABLE 22: LIST OF BUSINESS EXPANSIONS & DIVESTITURES

LIST OF FIGURES 

FIGURE 1: KEY TECHNOLOGY TRENDS

FIGURE 2: PORTER’S FIVE FORCES ANALYSIS

FIGURE 3: GROWTH PROSPECT MAPPING

FIGURE 4: MARKET MATURITY ANALYSIS

FIGURE 5: MARKET CONCENTRATION ANALYSIS

FIGURE 6: VALUE CHAIN ANALYSIS

FIGURE 7: KEY BUYING CRITERIA

FIGURE 8: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2022

FIGURE 9: NORTH AMERICA GAMING MARKET, BY ONLINE, 2023-2032 (IN $ BILLION)

FIGURE 10: NORTH AMERICA GAMING MARKET, BY OFFLINE, 2023-2032 (IN $ BILLION)

FIGURE 11: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2022

FIGURE 12: NORTH AMERICA GAMING MARKET, BY SOFTWARE, 2023-2032 (IN $ BILLION)

FIGURE 13: NORTH AMERICA GAMING MARKET, BY HARDWARE, 2023-2032 (IN $ BILLION)

FIGURE 14: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY DEVICE TYPE, IN 2022

FIGURE 15: NORTH AMERICA GAMING MARKET, BY CONSOLE GAMING, 2023-2032 (IN $ BILLION

FIGURE 16: NORTH AMERICA GAMING MARKET, BY MOBILE GAMING, 2023-2032 (IN $ BILLION)

FIGURE 17: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY MOBILE GAMING, IN 2022

FIGURE 18: NORTH AMERICA GAMING MARKET, BY ANDROID, 2023-2032 (IN $ BILLION)

FIGURE 19: NORTH AMERICA GAMING MARKET, BY IOS, 2023-2032 (IN $ BILLION)

FIGURE 20: NORTH AMERICA GAMING MARKET, BY PC GAMING, 2023-2032 (IN $ BILLION)

FIGURE 21: NORTH AMERICA GAMING MARKET, BY BROWSER GAMING, 2023-2032 (IN $ BILLION)

FIGURE 22: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2022

FIGURE 23: NORTH AMERICA GAMING MARKET, BY ACTION/ADVENTURE GAMES, 2023-2032 (IN $ BILLION)

FIGURE 24: NORTH AMERICA GAMING MARKET, BY ARCADE GAMES, 2023-2032 (IN $ BILLION)

FIGURE 25: NORTH AMERICA GAMING MARKET, BY STRATEGY & BRAIN GAMES, 2023-2032 (IN $ BILLION)

FIGURE 26: NORTH AMERICA GAMING MARKET, BY CASINO GAMES, 2023-2032 (IN $ BILLION)

FIGURE 27: NORTH AMERICA GAMING MARKET, BY CASUAL GAMES, 2023-2032 (IN $ BILLION)

FIGURE 28: NORTH AMERICA GAMING MARKET, BY SPORTS GAMES, 2023-2032 (IN $ BILLION)

FIGURE 29: NORTH AMERICA GAMING MARKET, BY OTHER GENRES, 2023-2032 (IN $ BILLION)

FIGURE 30: NORTH AMERICA GAMING MARKET, COUNTRY OUTLOOK, 2022 & 2032 (IN %)

FIGURE 31: UNITED STATES GAMING MARKET, 2023-2032 (IN $ BILLION)

FIGURE 32: CANADA GAMING MARKET, 2023-2032 (IN $ BILLION)

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