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United States Gaming Market Overview, 2030

Published Jun 30, 2025
Length 79 Pages
SKU # BORM20159538

Description

The growth of esports culture has had a significant impact on the development of the gaming industry in the United States. In the past ten years, esports have gone from grassroots competitions in neighborhood venues to billion-dollar international events that are broadcast to millions of people online from sold-out stadiums. With players achieving celebrity status and companies securing lucrative brand sponsorships, titles like League of Legends, Fortnite, and Call of Duty have become synonymous with professional gaming. This professionalization of gaming has transformed the entertainment industry and spurred sizable investment in game creation, streaming services, and competitive infrastructure. This expansion may be attributed to the fierce rivalry among Atari, Nintendo, Sega, and other businesses during the early console wars of the 1980s and 1990s for customer loyalty. This competition gave rise to innovations in game design, storytelling, and user interfaces, paving the way for today's interactive entertainment. The sector underwent transformation with the advent of in-game purchases, which enabled developers to move away from one-time sales and toward recurring revenue models. This change made it possible to update content on a regular basis, which helped to create community-driven ecosystems and increase player interaction. Cloud gaming has just sped up these trends. Players may now play premium games on any device, democratizing access thanks to services like Nvidia GeForce Now and Xbox Cloud Gaming, which don't require expensive PCs or consoles. Nonetheless, cybersecurity threats have become a major worry due to the growing online capabilities and connection of contemporary games. Cyberattacks, data leaks, and online bullying are difficulties for both players and developers. Companies have made significant investments in moderation systems and security precautions in order to address these challenges.

According to the research report, ""US Gaming Market Overview, 2030,"" published by Bonafide Research, the US Gaming market was valued at more than USD 51.37 Billion in 2025. The growth of metaverse gaming, in which virtual worlds provide players with immersive, long-lasting environments that go beyond typical gaming experiences, is now occurring at a breakneck pace in the American gaming industry. Leading the way in this revolution, which is changing the way people interact, create, and do business in online environments, are platforms like Roblox, Fortnite, and Meta's Horizon Worlds. The gaming industry's business models are being changed by this development, which is also encouraging developers to build connected gaming environments. Industry titans like Activision Blizzard and Electronic Arts EA, whose vast portfolios of well-known games like Call of Duty and FIFA have a large player base worldwide, dominate this vibrant market. Their leadership positions have been strengthened and the industry's continuous growth has been fueled by their capacity to invest in massive game development, marketing, and esports leagues. AI-driven customized gaming is a key technological advancement driving this expansion. Games can now use machine learning algorithms to adjust in real-time to a player's unique preferences, playstyle, and ability level, resulting in a more customized and captivating gaming experience. These advancements, subscription-based services like PlayStation Plus and Xbox Game Pass have gained a lot of popularity, giving gamers access to large game libraries for a set monthly fee. These services are transforming purchasing behavior by lowering upfront expenses for consumers and guaranteeing consistent recurring income for developers and publishers. The industry, though, has its difficulties. With critics arguing that they resemble gambling, especially when it comes to younger audiences, the regulatory scrutiny of loot boxes randomized in-game prizes frequently bought with real money has increased. This has resulted in legislative discussions as well as the establishment of age limits and transparency standards.

The biggest segment, in terms of both revenue and user base, is mobile gaming, which includes smartphones and tablets. Its success is due to the availability of mobile devices, high internet penetration, and the free-to-play model with in-app purchases. The app stores are dominated by well-known games such as Genshin Impact, Call of Duty: Mobile, and PUBG Mobile, which appeal to both casual and professional players. Because of its lower entry costs as compared to consoles and gaming PCs, mobile gaming is especially popular in developing countries like India, Southeast Asia, and Latin America, where it frequently acts as the main form of gaming. Although PC gaming remains dominant, it is especially popular among committed gamers who want great performance, excellent graphics, and configurable options. On platforms like Steam and Epic Games Store, there are huge game libraries and active modding communities that support the thriving PC gaming communities in nations like the US, Europe, and South Korea. In competitive genres such first-person shooters FPS, real-time strategy RTS, and multiplayer online battle arenas MOBA, PC gaming is particularly prevalent. With top systems like Sony's PlayStation, Microsoft's Xbox, and Nintendo's Switch dominating the market, console gaming also maintains a large market share. Console gaming is well-known for its premium gaming experiences, immersive visuals, and unique blockbuster games. Consoles are popular with both casual and serious players, and they frequently have strong online ecosystems like Xbox Live and PlayStation Network backing them. The technological advancements in high-speed internet and 5G are fueling the fast-growing field of cloud gaming/game streaming. With platforms like Xbox Cloud Gaming and NVIDIA GeForce Now, users may stream AAA games on low-end devices without any hardware restrictions. Cloud gaming democratizes access, lowers hardware expenses, and is the future of on-demand, cross-platform gaming experiences, which attract a tech-savvy, worldwide audience.

There are several revenue models in the gaming industry, each of which appeals to a particular consumer group and set of market conditions. In recent years, one of the most prevalent business models has been Free-to-Play F2P with In-App Purchases IAP. This model lets players play the main game for free, but it makes money through microtransactions like character customization, cosmetic enhancements, battle passes, and extra levels. This method, made famous by games like Fortnite, PUBG Mobile, and Genshin Impact, has been very successful, particularly in the mobile gaming industry, where accessibility is crucial. It uses psychological involvement and community-driven material to promote spending over time as opposed to right away. Conversely, the more conventional approach to game monetization is represented by the Pay-to-Play Full Game Purchase model. Players may buy the entire game here in advance and have access to the complete core experience without having to make any required extra purchases. The popularity of blockbuster games like The Legend of Zelda: Tears of the Kingdom or Elden Ring proves that this paradigm is still quite robust in PC and console gaming. For its sense of ownership and avoidance of microtransaction fatigue, many players like this strategy. Another expanding area, particularly in the casual and mobile gaming industries, is ad-supported gaming. According to this model, games are free to play, but advertisements are shown between rounds or in-game incentives are given for watching ads. With this approach, developers may make money from huge user bases in areas where purchasing power is limited, like some parts of Asia, Africa, and Latin America. Other models like subscription services e.g., Apple Arcade, Xbox Game Pass are becoming more popular because they provide users a large selection of games for a set price. These services deliver value to customers while generating consistent income streams for platforms and developers. These models demonstrate the industry's capacity to strike a balance between accessibility, profitability, and player participation.

Gamers who are 18 or younger are a very active demographic, especially in console and mobile gaming because of their interactive environments, social features, and creative gameplay mechanics, games like Minecraft, Roblox, and Fortnite are popular in this group. Gaming serves as more than just enjoyment for this age group; it's also a place for community development, learning, and social interaction. But this area is also the subject of increased regulatory scrutiny regarding parental controls, data security, and exposure to in-game purchases, which has prompted many developers to use more stringent age verification and parental control procedures. The largest and most profitable market in the world for video games is the one for people between the ages of 19 and 35. This section covers players of all types, from casual to hard-core, who use a variety of devices, such as smartphones, PCs, and consoles. Gamers in this category are the ones who are driving trends like esports viewership, competitive multiplayer gaming, and engagement in gaming communities on sites like Twitch and Discord. Because of their increased purchasing power, they are also a prime target for high-end game purchases, membership services, and in-game transactions. The impact of this age group has contributed to the growth of gaming influencers and content producers who have a significant impact on gaming culture and purchasing behavior worldwide. The 36-and-older age group, which was once thought to be a niche market, has, however, seen substantial expansion over the last ten years. Many members of this group have been playing video games for a long time, growing up with the development of PCs and gaming consoles. They are especially fond of strategy games, story-heavy single-player titles, and classic series from their childhood. Furthermore, this age group is more and more using games for recreation, cognitive stimulation, and family bonding, underscoring the worldwide trend of gaming becoming a mainstream, multigenerational kind of amusement.

The gender demographics of the gaming industry have changed dramatically, moving away from the old stereotype that it is primarily dominated by men. Even within categories like sports simulations, massively multiplayer online games MMOs, first-person shooters FPS, and competitive esports titles, male gamers continue to make up a large segment of the worldwide gaming community. In areas such as North America, Europe, and certain areas of Asia, games like Call of Duty, FIFA, and League of Legends have significant male followings. Stream sites like Twitch and YouTube Gaming, as well as online communities and competitive video game competitions, are popular places for male players to engage. This group favors hardware-intensive platforms such gaming PCs and consoles, which increases the demand for high-performance gaming accessories and peripherals. Over the past ten years, however, the number of women gamers has increased significantly, altering marketing tactics and game development priorities. Games for women are more popular in mobile gaming categories and genres such as social or story-driven experiences, puzzle-based games, simulation games, and casual games. Many games, like The Sims, Candy Crush Saga, Animal Crossing, and Genshin Impact, are popular among women all over the world. The rise of female streamers and gaming influencers has also helped to change cultural attitudes by increasing the visibility of female engagement in the gaming community. Women gamers have been increasingly entering the fields of game development, content creation, and competitive gaming, thereby questioning the industry's entrenched gender stereotypes. Game developers' greater attention to inclusivity has resulted in more diverse character representation, customizable avatars, and storylines that appeal to a larger audience. The rise of esports activities and gaming communities catering to women is also a result of gender diversity in gaming.

Considered in this report
• Historic Year: 2019
• Base year: 2024
• Estimated year: 2025
• Forecast year: 2030

Aspects covered in this report
• Gaming Market with its value and forecast along with its segments
• Various drivers and challenges
• On-going trends and developments
• Top profiled companies
• Strategic recommendation

By Platform
• Mobile Gaming (Smartphones & Tablets)
• PC Gaming
• Console Gaming
• Cloud Gaming / Game Streaming

By Revenue Model
• Free-to-Play (F2P) with In-App Purchases (IAP)
• Pay-to-Play (Full Game Purchase)
• Ad-Supported Gaming
• Others

By Age Group
• Less than 18
• 19-35
• 36 and above

By Gender
• Male
• Female

Table of Contents

79 Pages
1. Executive Summary
2. Market Structure
2.1. Market Considerate
2.2. Assumptions
2.3. Limitations
2.4. Abbreviations
2.5. Sources
2.6. Definitions
3. Research Methodology
3.1. Secondary Research
3.2. Primary Data Collection
3.3. Market Formation & Validation
3.4. Report Writing, Quality Check & Delivery
4. United States Geography
4.1. Population Distribution Table
4.2. United States Macro Economic Indicators
5. Market Dynamics
5.1. Key Insights
5.2. Recent Developments
5.3. Market Drivers & Opportunities
5.4. Market Restraints & Challenges
5.5. Market Trends
5.5.1. XXXX
5.5.2. XXXX
5.5.3. XXXX
5.5.4. XXXX
5.5.5. XXXX
5.6. Supply chain Analysis
5.7. Policy & Regulatory Framework
5.8. Industry Experts Views
6. United States Gaming Market Overview
6.1. Market Size By Value
6.2. Market Size and Forecast, By Platform
6.3. Market Size and Forecast, By Revenue Model
6.4. Market Size and Forecast, By Age Group
6.5. Market Size and Forecast, By Gender
6.6. Market Size and Forecast, By Region
7. United States Gaming Market Segmentations
7.1. United States Gaming Market, By Platform
7.1.1. United States Gaming Market Size, By Mobile Gaming (Smartphones & Tablets), 2019-2030
7.1.2. United States Gaming Market Size, By PC Gaming, 2019-2030
7.1.3. United States Gaming Market Size, By Console Gaming, 2019-2030
7.1.4. United States Gaming Market Size, By Cloud Gaming / Game Streaming, 2019-2030
7.2. United States Gaming Market, By Revenue Model
7.2.1. United States Gaming Market Size, By Free-to-Play (F2P) with In-App Purchases (IAP), 2019-2030
7.2.2. United States Gaming Market Size, By Pay-to-Play (Full Game Purchase), 2019-2030
7.2.3. United States Gaming Market Size, By Ad-Supported Gaming, 2019-2030
7.2.4. United States Gaming Market Size, By Others, 2019-2030
7.3. United States Gaming Market, By Age Group
7.3.1. United States Gaming Market Size, By Less than 18, 2019-2030
7.3.2. United States Gaming Market Size, By 19-35, 2019-2030
7.3.3. United States Gaming Market Size, By 36 and above, 2019-2030
7.4. United States Gaming Market, By Gender
7.4.1. United States Gaming Market Size, By Male, 2019-2030
7.4.2. United States Gaming Market Size, By Female, 2019-2030
7.5. United States Gaming Market, By Region
7.5.1. United States Gaming Market Size, By North, 2019-2030
7.5.2. United States Gaming Market Size, By East, 2019-2030
7.5.3. United States Gaming Market Size, By West, 2019-2030
7.5.4. United States Gaming Market Size, By South, 2019-2030
8. United States Gaming Market Opportunity Assessment
8.1. By Platform, 2025 to 2030
8.2. By Revenue Model, 2025 to 2030
8.3. By Age Group, 2025 to 2030
8.4. By Gender, 2025 to 2030
8.5. By Region, 2025 to 2030
9. Competitive Landscape
9.1. Porter's Five Forces
9.2. Company Profile
9.2.1. Company 1
9.2.1.1. Company Snapshot
9.2.1.2. Company Overview
9.2.1.3. Financial Highlights
9.2.1.4. Geographic Insights
9.2.1.5. Business Segment & Performance
9.2.1.6. Product Portfolio
9.2.1.7. Key Executives
9.2.1.8. Strategic Moves & Developments
9.2.2. Company 2
9.2.3. Company 3
9.2.4. Company 4
9.2.5. Company 5
9.2.6. Company 6
9.2.7. Company 7
9.2.8. Company 8
10. Strategic Recommendations
11. Disclaimer
List of Figure
Figure 1: United States Gaming Market Size By Value (2019, 2024 & 2030F) (in USD Million)
Figure 2: Market Attractiveness Index, By Platform
Figure 3: Market Attractiveness Index, By Revenue Model
Figure 4: Market Attractiveness Index, By Age Group
Figure 5: Market Attractiveness Index, By Gender
Figure 6: Market Attractiveness Index, By Region
Figure 7: Porter's Five Forces of United States Gaming Market
List of Table
Table 1: Influencing Factors for Gaming Market, 2024
Table 2: United States Gaming Market Size and Forecast, By Platform (2019 to 2030F) (In USD Million)
Table 3: United States Gaming Market Size and Forecast, By Revenue Model (2019 to 2030F) (In USD Million)
Table 4: United States Gaming Market Size and Forecast, By Age Group (2019 to 2030F) (In USD Million)
Table 5: United States Gaming Market Size and Forecast, By Gender (2019 to 2030F) (In USD Million)
Table 6: United States Gaming Market Size and Forecast, By Region (2019 to 2030F) (In USD Million)
Table 7: United States Gaming Market Size of Mobile Gaming (Smartphones & Tablets) (2019 to 2030) in USD Million
Table 8: United States Gaming Market Size of PC Gaming (2019 to 2030) in USD Million
Table 9: United States Gaming Market Size of Console Gaming (2019 to 2030) in USD Million
Table 10: United States Gaming Market Size of Cloud Gaming / Game Streaming (2019 to 2030) in USD Million
Table 11: United States Gaming Market Size of Free-to-Play (F2P) with In-App Purchases (IAP) (2019 to 2030) in USD Million
Table 12: United States Gaming Market Size of Pay-to-Play (Full Game Purchase) (2019 to 2030) in USD Million
Table 13: United States Gaming Market Size of Ad-Supported Gaming (2019 to 2030) in USD Million
Table 14: United States Gaming Market Size of Others (2019 to 2030) in USD Million
Table 15: United States Gaming Market Size of Less than 18 (2019 to 2030) in USD Million
Table 16: United States Gaming Market Size of 19-35 (2019 to 2030) in USD Million
Table 17: United States Gaming Market Size of 36 and above (2019 to 2030) in USD Million
Table 18: United States Gaming Market Size of Male (2019 to 2030) in USD Million
Table 19: United States Gaming Market Size of Female (2019 to 2030) in USD Million
Table 20: United States Gaming Market Size of North (2019 to 2030) in USD Million
Table 21: United States Gaming Market Size of East (2019 to 2030) in USD Million
Table 22: United States Gaming Market Size of West (2019 to 2030) in USD Million
Table 23: United States Gaming Market Size of South (2019 to 2030) in USD Million
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