Mobile Games - Americas

  • Americas
  • In the Americas, the revenue in the Mobile Games market market is forecasted to reach US$22.33bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.29%, leading to a projected market volume of US$30.30bn by 2029.
  • By 2029, the number of users in the Americas Mobile Games market market is expected to reach 0.4bn users.
  • The user penetration is projected to be 36.3% in 2024 and is set to increase to 42.2% by 2029.
  • When compared globally, in China is poised to generate the highest revenue (US$34,660.00m in 2024) in the Mobile Games market market.
  • The average revenue per user (ARPU) in the Americas Mobile Games market market is estimated to be US$60.49 in 2024.
  • The United States leads the Americas in mobile game innovation, with a surge in interactive storytelling games captivating a wide audience.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Region
 
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Analyst Opinion

The Mobile Games market in Americas is experiencing significant growth and development, driven by various factors such as customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in the Americas have shown a strong preference for mobile games due to their convenience and accessibility. With the increasing popularity of smartphones and tablets, more people are turning to mobile gaming as a form of entertainment. The ability to play games on the go, without the need for dedicated gaming consoles, has made mobile games a popular choice among consumers.

Trends in the market:
One of the key trends in the Mobile Games market in Americas is the rise of multiplayer and social gaming. People are increasingly looking for interactive gaming experiences that allow them to connect and compete with friends and other players around the world. This trend has led to the development of mobile games that offer multiplayer modes, social features, and in-game chat functionalities. Another trend in the market is the increasing popularity of free-to-play games with in-app purchases. This business model allows players to download and play games for free, but offers optional in-app purchases to enhance the gaming experience. This model has proven to be highly profitable for game developers, as it encourages players to spend money on virtual goods and upgrades.

Local special circumstances:
The Americas is a diverse region with different countries and cultures, each with its own unique gaming preferences. For example, in North America, there is a strong market for console and PC gaming, which has influenced the mobile gaming landscape. Many popular console and PC games have been adapted for mobile platforms, allowing players to enjoy their favorite titles on the go. In Latin America, where smartphone penetration is rapidly increasing, there is a growing market for mobile games. The relatively low cost of smartphones and data plans, combined with a young and tech-savvy population, has created a favorable environment for mobile gaming.

Underlying macroeconomic factors:
The growing Mobile Games market in Americas can also be attributed to the underlying macroeconomic factors in the region. The Americas have a strong and stable economy, which has led to increased disposable income and purchasing power among consumers. As a result, more people are able to afford smartphones and tablets, leading to a larger potential customer base for mobile games. Furthermore, the Americas have a well-developed telecommunications infrastructure, with widespread access to high-speed internet and mobile networks. This infrastructure supports the seamless download and play of mobile games, contributing to the growth of the market. In conclusion, the Mobile Games market in Americas is thriving due to customer preferences for convenience and accessibility, trends such as multiplayer and social gaming, local special circumstances in different countries, and underlying macroeconomic factors such as a strong economy and advanced telecommunications infrastructure. The market is expected to continue growing as more people embrace mobile gaming as a popular form of entertainment.

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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