Download Games - United States

  • United States
  • Revenue in the Download Games market is projected to reach US$5.05bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.37%, resulting in a projected market volume of US$6.56bn by 2029.
  • In the Download Games market, the number of users is expected to amount to 141.3m users by 2029.
  • User penetration will be 39.3% in 2024 and is expected to hit 40.3% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$37.59 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

Region comparison

Analyst Opinion

The Download Games market in United States is experiencing significant growth and development.

Customer preferences:
Customers in the United States have shown a strong preference for downloading games rather than purchasing physical copies. This is due to the convenience and instant access that downloading games provides. Additionally, customers appreciate the ability to easily update and access additional content for downloaded games, enhancing their overall gaming experience.

Trends in the market:
One of the key trends in the Download Games market in United States is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, more and more people are turning to mobile devices for their gaming needs. This has led to a surge in the demand for downloadable mobile games, with a wide variety of genres and gameplay options available. Another trend in the market is the shift towards digital distribution platforms. Online platforms such as Steam, PlayStation Network, and Xbox Live have become the go-to destinations for gamers to purchase and download games. These platforms offer a wide selection of games, competitive pricing, and regular discounts, attracting a large number of customers.

Local special circumstances:
The United States has a large and diverse gaming community, which contributes to the growth of the Download Games market. The country is home to many gaming enthusiasts and professional gamers, creating a strong demand for new and innovative games. Additionally, the United States has a well-developed internet infrastructure, allowing for seamless and fast downloads of games.

Underlying macroeconomic factors:
The growth of the Download Games market in United States can also be attributed to the overall economic stability and disposable income of its population. With a strong economy and high levels of consumer spending, individuals are more willing to invest in entertainment and leisure activities such as gaming. Furthermore, the increasing prevalence of high-speed internet connections across the country has made downloading games faster and more accessible to a larger audience. In conclusion, the Download Games market in United States is thriving due to customer preferences for convenience and instant access, the rise of mobile gaming, the shift towards digital distribution platforms, the presence of a large and diverse gaming community, and the country's strong economy and internet infrastructure. These factors are driving the growth and development of the market, making it an attractive industry for both gamers and game developers alike.


Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.


We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.


  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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