Innovation continues to drive opportunities in video games hardware, especially when it comes to handheld consoles. Given the past year’s enthusiastic reception of the Valve Steam Deck, a PC-based portable console, the market is clearly ripe for producers that can meet gamers’ demand for hand-held devices that are powerful and offer an expansive selection of games.
The potential of AR/VR headsets has dimmed slightly, following disappointing sales of leading brands in this space in 2022. Sony is expected to drastically cut its production of the Sony PlayStation VR2, launched in early 2023, as the consumer appetite for virtual reality gaming has stalled amidst economic uncertainty, and gamers have grown wary of brands over-promising and under-delivering quality of gameplay and breadth of content.
Across all digital video games software categories – digital computer games, digital console games, online games and subscriptions, and mobile games – retail current value growth is projected to be positive over the forecast period. While growth in in-game spending by consumers was fairly static in 2022, amidst economic uncertainty, the amount of time spent gaming remained stable year-over-year, indicating that the rise in the number of gamers and level of engagement stuck even as consumers returned to in-person activities.
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Understand the latest market trends and future growth opportunities for the Video Games industry in USA with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
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Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See All of Our DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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