Video Game Industry in the US
In 2020, gaming audiences within the United States spent an average of
With $19.93 dollars spent on average per month that gamers spent on video games in the US, this is an increase from $19.04 in the previous year, possibly to do with the pandemic.
In the United States the most popular video game genre is
This is followed by action-adventure and shooters (i.e first-person shooters) as number two and three most popular genre of video games to play in the United States.
As of Jan 2022, the top selling game for the United States currently is
Following this title comes Call Of Duty: Vanguard at number two and Monster Hunter: Rise at number 3 for when it was last recorded in January 2022.
Female gamers are rising with current percentages of share being at
Despite being less than male counterparts, female gamers is still a growing percentage and is on the trajectory of closing the gap of the gender percentage split amongst video games.
When last recorded, the amount of mobile gamers in the United States is currently
This number will look to forecast to 181.3 million users by the time we reach 2025. Mobile gaming is on a positive and growing trajectory as of 2022.
In the United States the current revenue of the video game industry is
In the United States the total revenue of the video game industry is currently $4.7billion U.S dollars as of January 2022.
While the United States made $32 billion U.S dollars around Video Games, it’s forecasted that within 2021 and 2022 the Video Game industry will take a dip to 8.2% and 8.5% revenue growth, further declining into 2025 with 6.1%*
In the United States, Video Games generated north of $32 billion U.S dollars of revenue in 2020. This overall revenue grew by 15% however it’s said the segment is forecasted to decline in 2021 with a percentage rate of 9.5%.
In regards to the entire video game market, North America are set to remain as the top-grossing gaming market worldwide, despite strong growth in the Asian region.
In the United States, Amazon with 42% of respondents answered that they approach this specific digital platform to spend money online for their digital video games. This was followed by Google Play at 36% and PlayStation Store at 32%.
Console gamers are deemed most significant when it comes to subscribing to at least one gaming service at 74% according to research by Morning Consult in November 2021.
From November 2021, PlayStation Now was the most subscribed service at 21%, followed by Xbox Game Pass at 18%. Both of these subscription based services are treated as perquisites for gamers to access online multiplayer and content.
An October 2021 survey of gaming audiences in the United States found approximately 52% of gamers subscribed to at least one gaming service.
In January 2022, total video games sales in the states amounted to $4.6 billion U.S dollars. The Video Game industry has it’s most important months within Nov/Dec due to seasonal reasons, this influenced the United States with video games sales surpassing $7.5bn U.s dollars in December 2021.
In 2021, non-gaming activities were a significant part of the online-gaming environment. According to a survey by Activate, 60% of gamers in the country participated in non-gaming activities within the past twelve months.
Within the state of PC Gamers in the United States, from a survey conducted by Statista 47% of respondents mentioned they play a form of action game (platform, fighting) which was the most popular choice.
As of January 2022, Pokemon Legends: Arceus is listed as the top selling video game in the United States. This is followed by Call of Duty: Vanguard and Monster Hunter: Rise.
Gaming Video Content
As of February 2021, Twitch has become the most popular live streaming platform to watch video games amongst gamers (47%) in a survey conducted by YouGov. This was followed by YouTube Gaming at 40%
Last recorded in 2021, the distribution of Twitch users in the United States favoured males (67%) to females (33%) as of Q3 2021 which was discovered through a survey conducted by Statista.
In 2021, 41% of Twitch users in the U.S were 20 to 20 year olds from a survey conducted by Statista.
Data displayed by Statista show that only 32% say they have engaged in watching channels (across Twitch, YouTube Gaming) with 21% responding that they actively broadcast on the specific platforms too. 55% indicating they do not use these platforms show that the video game streaming usage in the U.S is steadily progressing.
Evil Geniuses, an American eSport organisation have currently amassed a total of $25.2 million U.S dollars being the third most eSports organisation to amass money, behind OG (Europe) and Team Liquid (Europe).
FaZe Clan, an American eSports organisation as of August 2021 are the leading eSports team worldwide on Social Media with an audience of more than 17.7 million users and 11.3 million cross-platform actions amongst FaZe’s brand content.
By gender, there are more males than female eSports fans that have labelled themselves as ‘avid’ with more female respondents (85%) than male respondents (59%) saying they are not fans / disinterested in eSports that was last recorded in September 2021.
Surprisingly, as of September 2021 – 72% have responded by from a survey by Morning Consult that they are not a fan of eSports with only 9% labelling themselves as avid fans only.
In 2021, United States were the second highest country when it came to eSports countries revenue at $23 million U.S dollars – again falling short
United States seems to be the second biggest market for the eSports industry, amassing a total of $243 million U.S dollars in 2021 – falling short of China who generated $360.1 million.