Video gaming content, including mobile gaming apps, accounts for the bulk of the annual video gaming industry revenue in the United States. In 2024, the total revenue of the U.S. video game industry amounted to 58.66 billion U.S. dollars, down from the 59.29 billion U.S. dollars a year earlier. Overall, the monthly revenue of the video gaming industry sees some fluctuation throughout the year, with lows in the summer months, and higher sales during the holiday season. Going digital and not turning back Over the last few years, digital gaming sales have been growing slowly but steadily and exploded during the COVID-19 pandemic. Many consumers switched to digital game downloads instead of visiting brick-and-mortar retail locations and did not return to their previous shopping patterns after the normalization of the health emergency. Coupled with the ever-growing availability of high-speed internet connections and the release of the new flagship gaming console generation by Microsoft (Xbox) and Sony (PlayStation), comfort and convenience won over in-store browsing. Additionally, digital game storefronts across all gaming platforms frequently run sales and special offers that physical retailers rarely match. In 2022, the average revenue per user of physical video game sales in the United States amounted to 60.52 U.S. dollars, whereas the ARPU of game downloads only came to 35.72 U.S. dollars, reflecting the higher price of physical video game copies and the lower average price of digital games. Overall, the average monthly video game expenditure of U.S. gamers decreased to 19.56 U.S. dollars in 2023, down from 23.87 U.S. dollars in 2022. The struggles of the gaming hardware segment In contrast to the booming digital gaming content sales, the gaming hardware segment did not have an easy time in 2020 and 2021. What was supposed to be a year of triumph with the long-announced release of the ninth generation of video game consoles with the PlayStation 5 and the Xbox Series X/S in November 2020 quickly turned into a tale of woe. The ongoing global chip shortage, which started in early 2020 due to COVID-19 -related disruptions in global supply chains and logistics, strongly constrained the availability of chips to produce video gaming consoles. Additional factors such as trade wars, increased demand for hardware due to crypto mining, severe weather, and war impacting raw material exports continue to plague the global chip industry to this day. The lack of availability of the new consoles also led to scalpers taking advantage of the situation, leaving a sour taste for consumers.Console makers managed to turn things around, and while sales of the new consoles were not as good as they could have been, 2022 saw some recovery, and 2023 managed to get console sales back on track, despite global economic worries. In the first eleven months of 2023, Sony managed to sell close to 18 million PlayStation 5 consoles, with Microsoft’s Xbox Series X/S selling about 5.6 million units.
Significant fluctuations are estimated for all segments over the forecast period for the average revenue per user. The average revenue per user decreases towards the end of the forecast period only in the segment Physically Sold Video Games, while the remaining segments follow a positive trend. The difference between 2020 and 2030 amounts to an absolute value of **** U.S. dollars. Find further statistics on other topics such as a comparison of countries or regions regarding the revenue and a comparison of the penetration rate in Norway.The Statista Market Insights cover a broad range of additional markets.
The average revenue per user in the 'Games' segment of the media market in the United States was forecast to continuously increase between 2025 and 2030 by in total ***** U.S. dollars (+**** percent). After the ***** consecutive increasing year, the average revenue per user is estimated to reach ****** U.S. dollars and therefore a new peak in 2030. Notably, the average revenue per user of the 'Games' segment of the media market was continuously increasing over the past years.Find other key market indicators concerning the revenue growth and number of users. The Statista Market Insights cover a broad range of additional markets.
The revenue in the 'Games' segment of the media market in the United States was forecast to continuously increase between 2025 and 2030 by in total **** billion U.S. dollars (+***** percent). After the tenth consecutive increasing year, the revenue is estimated to reach ****** billion U.S. dollars and therefore a new peak in 2030. Notably, the revenue of the 'Games' segment of the media market was continuously increasing over the past years.Find other key market indicators concerning the average revenue per user (ARPU) and number of users.The Statista Market Insights cover a broad range of additional markets.
Home to *** million video gamers, China's gaming industry has seen impressive revenue growth in the recent few years, especially during the corona pandemic. In 2024, the average revenue per video game user amounted to *** yuan, up from *** yuan in 2023.
In 2024, the average revenue per user in the Hungarian video game market totaled ***** U.S. dollars, with video game hardware accounting for the largest share. By 2030, the average revenue per user of video games is expected to reach ***** U.S. dollars. Find other insights concerning similar markets and segments, such as a comparison of revenue growth in the United States and a comparison of revenue in Switzerland.The Statista Market Insights covers a broad range of additional markets.
The average revenue per user in the 'Games' segment of the media market in Canada was forecast to continuously increase between 2025 and 2030 by in total ***** U.S. dollars (+***** percent). After the sixth consecutive increasing year, the average revenue per user is estimated to reach ****** U.S. dollars and therefore a new peak in 2030. Find other key market indicators concerning the revenue and revenue growth. The Statista Market Insights cover a broad range of additional markets.
The average revenue per user in the 'Video Games' segment of the digital media market in Vietnam was forecast to continuously increase between 2024 and 2027 by in total **** U.S. dollars (+***** percent). After the ninth consecutive increasing year, the indicator is estimated to reach ****** U.S. dollars and therefore a new peak in 2027. Notably, the average revenue per user of the 'Video Games' segment of the digital media market was continuously increasing over the past years.Find other key market indicators concerning the revenue and revenue growth. The Statista Market Insights cover a broad range of additional markets.
Over the last two observations, the average revenue per user is forecast to significantly increase in all segments. Especially notable is the remarkably robust growth observed in the Online Games segment as we approach the end of the forecast period. This value, reaching *** U.S. dollars, stands out significantly compared to the average changes, which are estimated at **** U.S. dollars. Find other insights concerning similar markets and segments, such as a comparison of number of users in Japan and a comparison of number of users in Spain. The Statista Market Insights cover a broad range of additional markets.
The revenue change in the 'Games' segment of the media market in the United States was forecast to continuously decrease between 2025 and 2030 by in total *** percentage points. According to this forecast, in 2030, the revenue change will have decreased for the sixth consecutive year to **** percent. Find other key market indicators concerning the revenue and average revenue per user (ARPU). The Statista Market Insights cover a broad range of additional markets.
The global average revenue per capita in the 'Game Consoles' segment of the consumer electronics market was forecast to continuously increase between 2025 and 2030 by in total **** U.S. dollars (***** percent). After the twelfth consecutive increasing year, the average revenue per capita is estimated to reach *****U.S. dollars and therefore a new peak in 2030. Notably, the average revenue per capita of the 'Game Consoles' segment of the consumer electronics market was continuously increasing over the past years.The Statista Market Insights cover a broad range of additional markets.
Over the last two observations, the average revenue per user is forecast to significantly increase in all segments. Particularly striking is the exceptionally strong increase of the segment Video Games towards the end of the forecast period. The value amounting to *** U.S. dollars stands out significantly from the average changes, which are estimated at **** U.S. dollars. Find other insights concerning similar markets and segments, such as a comparison of revenue in the United Kingdom and a comparison of countries or regions regarding revenue. The Statista Market Insights cover a broad range of additional markets.
Video game adaptations experienced an unprecedented boom at the domestic box office in 2023, grossing 356 million U.S. dollars on average, more than twice the value recorded one year prior. Released in 2023, "The Super Mario Bros. Movie" was the year's second highest-grossing movie in the United States and Canada.
Over the last two observations, the revenue is forecast to significantly increase in all segments. Concerning the eight selected segments, the segment In-game Advertising has the largest revenue with ****** million U.S. dollars. Contrastingly, Gaming Networks is ranked last, with ****** million U.S. dollars. Their difference, compared to In-game Advertising, lies at ****** million U.S. dollars. Find further statistics on other topics such as a comparison of the average revenue per user in Ireland and a comparison of the number of users in Indonesia. The Statista Market Insights cover a broad range of additional markets.
In 2030, the revenue growth is forecast to significantly decrease in all segments compared to the previous time point. In this context, the remarkably strong decrease of the segment Cloud Gaming towards the end of the forecast period stands out distinctly. Compared to the average decrease of ****** percent, the decrease of the revenue change are significantly more pronounced here, with a value of *** percent. Find further statistics on other topics such as a comparison of the average revenue per user in Iceland and a comparison of the revenue in Turkey. The Statista Market Insights cover a broad range of additional markets.
The average revenue per user in the 'Video Games' segment of the digital media market in Saudi Arabia was forecast to continuously increase between 2024 and 2027 by in total **** U.S. dollars (+***** percent). After the fifth consecutive increasing year, the indicator is estimated to reach ****** U.S. dollars and therefore a new peak in 2027. Find further information concerning the revenue in the 'online games' segment of the digital media market in the world and the number of users in the 'ebooks' segment of the digital media market in the world. The Statista Market Insights cover a broad range of additional markets.
The revenue in the 'Games' segment of the media market in Italy was forecast to continuously increase between 2025 and 2030 by in total *** billion U.S. dollars (+***** percent). After the eighth consecutive increasing year, the revenue is estimated to reach *** billion U.S. dollars and therefore a new peak in 2030. Find further information concerning the average revenue per user in the 'OTT Video' segment of the media market in Sweden and the number of users in the 'TV & Video' segment of the media market in Nigeria. The Statista Market Insights cover a broad range of additional markets.
The global average revenue per user in the 'Games' segment of the media market was forecast to continuously increase between 2024 and 2029 by in total **** U.S. dollars (+***** percent). After the tenth consecutive increasing year, the average revenue per user is estimated to reach ****** U.S. dollars and therefore a new peak in 2029. Notably, the average revenue per user of the 'Games' segment of the media market was continuously increasing over the past years.Find further information concerning the revenue in the 'Live Music Ticket Sales' segment of the media market in the United Kingdom and the revenue change in the 'Games' segment of the media market in Italy. The Statista Market Insights cover a broad range of additional markets.
Significant fluctuations are estimated for all segments over the forecast period for the average revenue per user. Concerning the ten selected segments, the segment In-game Advertising has the largest average revenue per user with ***** U.S. dollars. Contrastingly, Physically Sold Video Games is ranked last, with **** U.S. dollars. Their difference, compared to In-game Advertising, lies at **** U.S. dollars. Find further statistics on other topics such as a comparison of the average revenue per user in Singapore and a comparison of countries or regions regarding the revenue. The Statista Market Insights cover a broad range of additional markets.
Over the forecast period until 2027, the ARPU is forecast to exhibit fluctuations among the seven segments. The indicator decreases only in the segment Online Games towards the end of the forecast period, while the remaining segments follow a positive trend. The absolute difference between 2017 and 2027 is ****** U.S. dollars. The Statista Market Insights cover a broad range of additional markets.
Video gaming content, including mobile gaming apps, accounts for the bulk of the annual video gaming industry revenue in the United States. In 2024, the total revenue of the U.S. video game industry amounted to 58.66 billion U.S. dollars, down from the 59.29 billion U.S. dollars a year earlier. Overall, the monthly revenue of the video gaming industry sees some fluctuation throughout the year, with lows in the summer months, and higher sales during the holiday season. Going digital and not turning back Over the last few years, digital gaming sales have been growing slowly but steadily and exploded during the COVID-19 pandemic. Many consumers switched to digital game downloads instead of visiting brick-and-mortar retail locations and did not return to their previous shopping patterns after the normalization of the health emergency. Coupled with the ever-growing availability of high-speed internet connections and the release of the new flagship gaming console generation by Microsoft (Xbox) and Sony (PlayStation), comfort and convenience won over in-store browsing. Additionally, digital game storefronts across all gaming platforms frequently run sales and special offers that physical retailers rarely match. In 2022, the average revenue per user of physical video game sales in the United States amounted to 60.52 U.S. dollars, whereas the ARPU of game downloads only came to 35.72 U.S. dollars, reflecting the higher price of physical video game copies and the lower average price of digital games. Overall, the average monthly video game expenditure of U.S. gamers decreased to 19.56 U.S. dollars in 2023, down from 23.87 U.S. dollars in 2022. The struggles of the gaming hardware segment In contrast to the booming digital gaming content sales, the gaming hardware segment did not have an easy time in 2020 and 2021. What was supposed to be a year of triumph with the long-announced release of the ninth generation of video game consoles with the PlayStation 5 and the Xbox Series X/S in November 2020 quickly turned into a tale of woe. The ongoing global chip shortage, which started in early 2020 due to COVID-19 -related disruptions in global supply chains and logistics, strongly constrained the availability of chips to produce video gaming consoles. Additional factors such as trade wars, increased demand for hardware due to crypto mining, severe weather, and war impacting raw material exports continue to plague the global chip industry to this day. The lack of availability of the new consoles also led to scalpers taking advantage of the situation, leaving a sour taste for consumers.Console makers managed to turn things around, and while sales of the new consoles were not as good as they could have been, 2022 saw some recovery, and 2023 managed to get console sales back on track, despite global economic worries. In the first eleven months of 2023, Sony managed to sell close to 18 million PlayStation 5 consoles, with Microsoft’s Xbox Series X/S selling about 5.6 million units.