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Report Overview

The United States gaming market was valued at USD 65.55 Billion in 2025. It is expected to grow at a CAGR of 8.20% from 2026 to 2035, reaching approximately USD 144.16 Billion by 2035, offering engaging entertainment for a wide audience with interactive gaming experiences that cater to various ages and interests. 

This market expansion is also fueled by technological advancements, increasing investments in game development, and the rising popularity of esports and online multiplayer platforms across the country. Moreover, the growing adoption of mobile gaming, cloud gaming services, and virtual and augmented reality is significantly enhancing user engagement and driving revenue growth across all segments.

2025

Base Year

2019-2025

Historical Period

2026-2035

Forecast Period

  • Mobile Games: According to the International Trade Administration (2024), mobile games represented 49% of global gaming market revenue in 2024, underscoring their increasing significance. In the United States, mobile games offer accessible and portable entertainment, appealing to a wide audience. The expansion of this sector is contributing to job growth, with nearly 350,000 U.S. gaming industry jobs.

  • Console games represented 28% of the global gaming market in 2024. In the U.S., they continue to offer immersive experiences for a loyal fan base. The console gaming segment plays a crucial role in the economy, contributing to the USD 101 billion in economic output generated by the U.S. video game industry, according to industry reports.

  • PC games accounted for 23% of global gaming market revenue in 2024. In the U.S., this sector engages both casual and competitive gamers, delivering an immersive and dynamic experience. The U.S. video game industry, which generated $101 billion in economic output in 2024, benefits significantly from PC game revenue, as reported by the Entertainment Software Association (2024).

Compound Annual Growth Rate

8.2%

Value in USD Billion

2026-2035


*this image is indicative*

United States Gaming Market Summary

Description

Value

Base Year

USD Billion

2025

Historical Period

USD Billion

2019-2025

Forecast Period

USD Billion

2026-2035

Market Size 2025

USD Billion

65.55

Market Size 2035

USD Billion

144.16

CAGR 2019-2025

Percentage

XX%

CAGR 2026-2035

Percentage

8.20%

CAGR 2026-2035 - Market by Country

Rocky Mountain

9.3%

CAGR 2026-2035 - Market by Country

Plains

7.8%

CAGR 2026-2035 - Market by Destination

Smartphone

9.7%

Market Share by Country 2025

Mideast

5.7%

United States Gaming Market Growth

As of 2023, 81.6% of Americans, equating to approximately 270 million individuals, possess a smartphone. The expansion of the gaming sector in the United States is largely fuelled by the extensive adoption of these mobile devices. With smartphones becoming increasingly affordable and accessible, a more varied audience is participating in gaming activities.

The gaming sector in the United States encompasses 164 million users from nearly all social demographics, reflecting an increase of nine million users since 2019. Furthermore, approximately 73% of the 224 million adults and adolescents in the United States constitute the active gaming demographic. The growth of the market is propelled by technological innovations, including next-generation consoles and cloud gaming, as well as the significant rise of mobile gaming. Additionally, esports, streaming services, and the growing appeal of subscription models are crucial contributors. The legalisation of online gaming and sports betting, coupled with an emphasis on diversity and inclusion, further stimulates market growth, expanding the gaming audience and enhancing engagement across various demographic groups. Moreover, the freemium model widely used in mobile gaming, where players can access games for free with the option of in-app purchases, has greatly impacted the United States gaming market revenue.

Key Trends and Developments

United States Gaming Market Trends

The market is witnessing significant expansion, propelled by technological innovations, the surge in mobile gaming, and the burgeoning esports sector. Cloud gaming is becoming increasingly popular, with platforms such as Xbox Cloud Gaming and NVIDIA GeForce Now transforming accessibility for users. The emergence of subscription services, exemplified by Xbox Game Pass, is altering the consumption patterns of video games. The esports arena continues to flourish, drawing substantial audiences and attracting lucrative sponsorship deals. Additionally, the legalisation of online sports betting and gaming across various states is generating new revenue opportunities. Efforts to promote diversity and inclusion within the gaming sector are also enhancing its appeal to a broader audience.

United States Gaming Industry Segmentation

The EMR’s report titled “United States Gaming Market Report and Forecast 2026-2035” offers a detailed analysis of the market based on the following segments:

Breakup by Type

  • Mobile Gaming
  • Console Gaming
  • PC Browser/Downloaded

Breakup by Region

  • New England
  • Mideast
  • Great Lakes
  • Plains
  • Southeast
  • Southwest
  • Rocky Mountain
  • Far West

CAGR 2026-2035 - Market by

Country

Rocky Mountain

9.3%

Plains

7.8%

Mideast

7.4%

Great Lakes

XX%

Southeast

XX%

Southwest

XX%

United States Gaming Market Share

According to the United States gaming market analysis, mobile gaming leads due to its accessibility, enabling players to enjoy games anytime, anywhere. With the rise of smartphones, it attracts a wide audience, including casual gamers. The free-to-play model and in-app purchases generate substantial revenue, making it a dominant force. In January 2025, Epic Games launched its mobile store, designed to avoid fees from Google Play and Apple’s App Store. It introduced 19 third-party games to Android and 16 to iOS in the EU, alongside a program offering free games like "Bloons TD 6".

Console gaming, with its high-quality graphics and immersive experiences, continues to appeal to hardcore gamers. It thrives on exclusive titles, multiplayer features, and large communities. With strong brand loyalty (e.g., PlayStation, Xbox), console gaming remains a significant revenue generator in the US, driven by both physical and digital sales. In January 2025, Retro Remake started preorders for the SuperStation One, a PS One FPGA clone priced at USD 179.99, due to ship in Q4 2025. The system supports various retro consoles and offers a 64GB SD card, HDMI, VGA, and other ports, with expansion options like the SuperDock.

The United States gaming market continues to grow as PC browser and downloaded games provide rich, customizable experiences for dedicated players. They enable expansive gameplay and foster strong esports and modding communities. Frequent updates and sales (e.g., Steam) generate consistent revenue, solidifying this sector as a major market force. In January 2025, Deus Ex, regarded as one of the greatest PC games, became available for free through Prime Gaming. Praised for its visionary gameplay, it allows players to shape their experience, resolving the typical clash between developer intent and player freedom in RPGs.

Leading Companies in the United States Gaming Market

Key players in the United States gaming market are prioritising the adoption of technological advancements to maintain a competitive edge. The incorporation of innovations such as cloud gaming, virtual reality, and advanced graphics has greatly enhanced immersive experiences. These advancements improve the quality of graphics, elevate gameplay, and boost accessibility, transforming the way players interact with games and pushing the boundaries of interactive entertainment.

Valve Corp.

Established in 1996 and headquartered in Bellevue, Washington, is a prominent video game developer and digital distribution company. Known for creating iconic franchises like Half-Life, Portal, and Dota 2, Valve revolutionised the gaming industry with the Steam platform, a leading digital storefront for PC gaming. The company is renowned for its innovation in gaming technology, including virtual reality and online multiplayer experiences, making it a key player in the global gaming market.

Electronic Arts Inc.

Founded in 1982 and headquartered in California, United States. Electronic Arts is a significant player in the video game publishing sector. It is particularly known for its sports franchises such as FIFA, Madden NFL, and The Sims, while also creating popular action and adventure titles.

Microsoft Corp.

Founded in 1975 and headquartered in Washington, United States. Microsoft is a leading global technology corporation. Its gaming division, Xbox, is responsible for the development of consoles, software, and cloud gaming services. The company has expanded its gaming portfolio through acquisitions, including ZeniMax Media and Activision Blizzard.

Nintendo Co. Ltd.

Founded in 1889 and headquartered in Kyoto, Japan, Nintendo is a trailblazer in the gaming sector, celebrated for its legendary franchises like Super Mario, The Legend of Zelda, and Pokémon. The company is also known for developing consoles such as the Switch and various handheld devices.

*Please note that this is only a partial list; the complete list of key players is available in the full report. Additionally, the list of key players can be customized to better suit your needs.*

Other major players in the United States gaming market are Sony Group Corp., Ubisoft Entertainment SA, and Zynga Inc., among others.

*While we strive to always give you current and accurate information, the numbers depicted on the website are indicative and may differ from the actual numbers in the main report. At Expert Market Research, we aim to bring you the latest insights and trends in the market. Using our analyses and forecasts, stakeholders can understand the market dynamics, navigate challenges, and capitalize on opportunities to make data-driven strategic decisions.*

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Key Questions Answered in the Report

In 2025, the market attained a value of nearly USD 65.55 Billion.

The market is assessed to grow at a CAGR of 8.20% between 2026 and 2035.

The market is estimated to witness a healthy growth in the forecast period of 2026-2035 to reach about USD 144.16 Billion by 2035.

The major drivers of the market are adoption of technological advancements, rising penetration of smartphones and rise in streaming and content creation platforms.

As per the EMR report, the different types of gaming in the market are mobile gaming, console gaming, and PC browser/downloaded.

The major regions considered in the market are New England, Mideast, Great Lakes, Plains, Southeast, Southwest, Rocky Mountain, and Far West.

The major players in the market are Sony Group Corp., Ubisoft Entertainment SA, Microsoft Corp., Nintendo Co. Ltd., Zynga Inc., Valve Corp., and Electronic Arts Inc. among others.

Report Summary

Explore our key highlights of the report and gain a concise overview of key findings, trends, and actionable insights that will empower your strategic decisions.

Key Highlights of the Report

Please note that the figures mentioned in the description serve as estimates and may vary from the actual figures presented in the final report.

REPORT FEATURES DETAILS
Base Year 2025
Historical Period 2019-2025
Forecast Period 2026-2035
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Type
  • Region
Breakup by Type
  • Mobile Gaming
  • Console Gaming
  • PC Browser/Downloaded
Breakup by Region
  • New England
  • Mideast
  • Great Lakes
  • Plains
  • Southeast
  • Southwest
  • Rocky Mountain
  • Far West
Market Dynamics
  • SWOT Analysis
  • Porter's Five Forces Analysis
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Supplier Selection
  • Key Global Players
  • Key Regional Players
  • Key Player Strategies
  • Company Profiles
Companies Covered
  • Sony Group Corp.
  • Ubisoft Entertainment SA
  • Microsoft Corp.
  • Nintendo Co. Ltd.
  • Zynga Inc.
  • Valve Corp.
  • Electronic Arts Inc.
  • Others

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