Consumer enthusiasm for gaming in the US remained strong in 2021 even as pandemic-related restrictions were lifted, resulting in the reopening of schools, in addition to supply chain issues leading to shortages in popular consoles such as Sony’s PlayStation 5 and Xbox Series X/S. Both software and hardware experienced strong growth in 2021 as the pandemic accelerated mobile and online gameplay and consumers sustained high adoption of next-gen devices such as the AR/VR headset Oculus Quest 2 from Meta (Facebook).
In 2021, the gaming industry saw an unprecedented number of mergers and acquisitions with over 1,000 financial deals totalling USD85 billion. To keep up with major competitors in the computer/console space, Microsoft closed its USD7.
Mobile games are overtaking all platforms as the fastest growing segment in digital video games software in the US. Of all gaming platforms, mobile games benefited most from the pandemic, attracting consumers with its ease of use, free options, and less competitive and demanding play.
Video games is predicted to record a positive performance in the US over the forecast period. While there is an assumption that console games will experience a decline as gamers turn to mobile and online options, demand for next-gen consoles and accompanying first party game releases is stronger than ever.
An increasing number of children in the US now regularly play video games, evident in the explosive success of Roblox, which is an online gaming platform where users can create their own games and those created by other users. Fortnite is a battle royale shooter game where children can socialise, play, and attend global virtual events such as concerts from major artists such as Ariana Grande and Lil Nas X.
After the roaring success of Oculus Quest 2 (VR headset), which resulted in Meta (Facebook) increasing its value share of AR/VR headsets to 43% in 2021, the player is planning the release of the Project Cambria headset in 2022, a premium version of Oculus Quest 2. This upgraded version claims to build upon the already impressive specification of Oculus Quest 2 with a colour passthrough feature that allows users to view the outside world in full colour rather than monochrome as is the case with the standard option.
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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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