Video Games in the US

August 2026
USD 1,195
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Overview:

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.

Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.

If you're in the Video Games industry in USA, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.

The Video Games in USA report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in USA?
  • Which are the leading brands in Video Games in USA?
  • How are products distributed in Video Games in USA?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in USA?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in the US - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Sony and Microsoft Accelerate Digital Spend and Subscription Growth
Nintendo Triggers Short-Lived Hardware Rebound with New Launch
Chart 2 Nintendo's Switch 2 Delivered a Record Us Launch Surge Followed by a Quick Normalisation
Subscription Models Reshape Spending but Value Perception Remains Key
Chart 3 Xbox Game Pass Anchors Us Subscription Spending but Hits a Price-Value Ceiling
Chart 4 Value Sales 2020-2030
Chart 5 Value Sales by Category 2025
Sony, Nintendo and Microsoft Anticipated to Deepen Digital Ecosystems to Drive Recurring Spend
Digital Distribution and Ecosystem Retention Expected to Reshape the Future of Video Games
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Nintendo of America and Sony Interactie Entertainment Anchor Ecosystem Loyalty
Nintendo Switch 2 and Major Software Launches Reshape Consumer Engagement
Chart 8 Analyst Insight for Video Games
Chart 9 Company Shares 2025
Chart 10 Brand Shares 2025
Retail E-Commerce Outpaces Physical Stores as Digital Spending Surges
Digital Storefronts Redefine Product Discovery and Monetisation
Creator-Led Social Commerce Compresses Discovery and Purchase Cycles
Chart 11 Retail Channels 2020-2025
Live-Service and Mobile-First Models Steer Product Innovation
Indie Curation and Influencer-Led Discovery Carve Out New Niches
Business Impact Reframes Competition and Value Pools
Chart 12 Economic Context for Video Games
Chart 13 Real Gdp Growth 2020-2030
Chart 14 Inflation 2020-2030
Chart 15 Consumer Context for Video Games
Chart 16 Population 2020-2030
Chart 17 Consumer Expenditure 2020-2030
Chart 18 Population by Generation 2025

Toys and Games in the US - Industry Overview

2025 Developments

Key Data Insights

Chart 19 Key Industry Trends for Toys and Games
Lego and Pokémon Fuel Premium and Collector Demand
Chart 20 Lego's F1 and Adult Ranges Show How Collector Demand Underpins Premium Growth
Adult Collectors and Digital Platforms Reshape Value Growth
Chart 21 Pokémon Tcg Make Trading Cards a Destination Category, Driving Games and Puzzles Growth
Chart 22 Value Sales 2020-2030
Chart 23 Value Sales by Category 2025
Nintendo and Sony Anticipated to Accelerate Digital-First Strategies to Drive Value Growth
Pokémon and Lego Expected to Boost Premiumisation through Collector Engagement
Chart 24 Forecast Value Sales 2020-2030
Chart 25 Forecast Value Sales by Category 2025-2030
Lego Group and Mattel Inc Drive Premium Gains as New Launches Reshape Leadership
Chart 26 Analyst Insight for Toys and Games
Chart 27 Company Shares 2025
Chart 28 Brand Shares 2025
Amazon and Dtc Brands Drive Online Dominance with Exclusive Releases
Social Commerce and "Retailtainment" Fuel Rapid Channel Evolution
Chart 29 Retail Channels 2020-2025
Acquisition and Brand-Extension Strategies Drive Innovation
Scopely and Spin Master Exemplify Recent Product Moves
Business Impact Rebalances Share and Margins
Chart 30 Economic Context for Toys and Games
Chart 31 Real Gdp Growth 2020-2030
Chart 32 Inflation 2020-2030
Chart 33 Consumer Context for Toys and Games
Chart 34 Population 2020-2030
Chart 35 Consumer Expenditure 2020-2030
Chart 36 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

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 definitions
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This report originates from Passport, our Video Games research and analysis database.

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