Adventure Games - United States

  • United States
  • The Adventure Games market in the United States is expected to experience significant growth in the coming years.
  • In 2022, the total revenue for this market is projected to reach a staggering US$2.43bn.
  • This demonstrates the strong demand for adventure games among consumers in the country.
  • Furthermore, the Adventure Games market is expected to show a steady annual growth rate of 8.28% from 2022 to 2027.
  • This growth rate indicates the consistent popularity of adventure games and suggests a promising future for the market.
  • By 2027, the projected market volume is estimated to reach US$3.72bn.
  • Within the Adventure Games market, in-app purchase (IAP) revenue is projected to be a significant contributor, with a projected revenue of US$1.60bn in 2022.
  • This highlights the willingness of consumers in the United States to spend on in-app purchases within adventure games.
  • Paid app revenue is also projected to play a role in the market, with an expected revenue of US$0.06bn in 2022.
  • This indicates that there is still a market for paid adventure games, despite the prevalence of free-to-play models.
  • Advertising revenue is another revenue stream in the Adventure Games market, projected to reach US$0.77bn in 2022.
  • This demonstrates the potential for advertisers to target the large user base of adventure games and capitalize on their popularity.
  • In terms of downloads, the Adventure Games market is projected to see a significant number of downloads in 2022, reaching 0.52bn downloads.
  • This high number of downloads further emphasizes the strong demand for adventure games in the United States.
  • Currently, the average revenue per download is expected to be US$4.72.
  • This figure represents the average amount of revenue generated from each download in the Adventure Games market.
  • In a global comparison, it is worth noting that in China generates the highest revenue in the Adventure Games market.
  • In 2022, in China is projected to generate US$4,591.00m in revenue, surpassing in the United States.
  • This highlights the global appeal and popularity of adventure games, with different countries contributing to the overall market's success.

Key regions: Europe, India, Japan, Germany, South Korea

Region comparison

Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.


Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.


In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.


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