Concentration in video games in the US decreased over 2019-2024, with the top five companies accounting for 41% of value sales in GBO terms in 2019, while in 2024 the the top five companies accounted for 38% of value sales, similar to the North America average of 37%. Players such as Nintendo, Sony, and Microsoft have all been seeing declining shares of sales, which is natural considering the console lifecycle at this time.
In early 2025, Niantic, the developer behind the popular mobile game Pokémon Go, sold its game studio to Scopely, which was acquired by Saudi Arabia's Savvy Games Group in 2023. The deal reflects a broader trend of video games becoming less delineated by console type and brand.
Independent publishers such as Videogamedunkey's Big Mode, which released the popular Animal Well, tied into PS Plus monthly games, have found success in an industry that often struggles to incentivise indie developers to create games. These successes stand in stark contrast to the repeated negative reactions to poorly executed triple-A offerings.
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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.
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.
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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