Gaming Networks - United States

  • United States
  • Revenue in the Gaming Networks market in the United States is projected to reach US$0.79bn in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 4.16%, resulting in a projected market volume of US$0.93bn by 2029.
  • In the United States, the number of users in the Gaming Networks market is expected to amount to 31.3m users by 2029.
  • User penetration will be 8.0% in 2025 and is expected to hit 8.9% by 2029.
  • In global comparison, most revenue in this market will be generated the United States, with a figure of US$0.79bn in 2025.
  • The average revenue per user (ARPU) in the Gaming Networks market the United States is projected to amount to US$28.74 in 2025.
  • The United States gaming networks are increasingly prioritizing immersive experiences and community engagement, reflecting a significant shift in consumer preferences within the media market.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks Market in the United States is experiencing moderate growth, influenced by factors such as evolving consumer preferences, advancements in online connectivity, and the increasing popularity of esports and multiplayer gaming experiences.

Customer preferences:
Consumers in the Gaming Networks Market are showing a growing preference for social gaming experiences, reflecting a cultural shift towards community engagement and shared experiences. The rise of live-streaming platforms and interactive content has transformed how players connect, fostering a sense of belonging among diverse demographics. Moreover, younger audiences are increasingly gravitating towards mobile and casual gaming, emphasizing accessibility and convenience. This evolving landscape underscores the importance of immersive experiences that cater to individual and collective playstyles.

Trends in the market:
In the United States, the Gaming Networks Market is experiencing a surge in social gaming, with players increasingly favoring platforms that facilitate community interaction and shared experiences. Concurrently, the popularity of live-streaming services is reshaping player engagement, allowing for real-time connection and collaboration across diverse audiences. Furthermore, younger demographics are leaning towards mobile and casual gaming, highlighting the demand for accessible, on-the-go entertainment. These trends signify a shift towards immersive, community-driven gaming experiences, compelling industry stakeholders to innovate and prioritize social features to enhance player retention and satisfaction.

Local special circumstances:
In the United States, the Gaming Networks Market is uniquely shaped by a blend of cultural diversity and robust technological infrastructure. The country's strong emphasis on individualism and community engagement fosters a competitive gaming culture that thrives on social interaction. Additionally, regulatory frameworks around online gaming vary by state, influencing the availability and types of games offered. This patchwork of regulations, combined with a significant investment in esports and live-streaming platforms, drives innovation and player engagement, making the U.S. a dynamic hub for gaming experiences.

Underlying macroeconomic factors:
The Gaming Networks Market in the United States is significantly influenced by macroeconomic factors, including technological advancements, consumer spending trends, and the evolving landscape of fiscal policies. As disposable income rises, so does the willingness of consumers to invest in gaming experiences, boosting market growth. Furthermore, the ongoing digital transformation and improvements in internet infrastructure enhance accessibility and engagement. However, fluctuating regulatory frameworks across states can impact market dynamics, creating disparities in gaming opportunities. Global economic trends, such as shifts in consumer behavior and international competition, also play a crucial role in shaping the future of the U.S. gaming landscape.

Methodology

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.

Forecasts:

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.

Overview

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