Picture
SEARCH
What are you looking for?
Need help finding what you are looking for? Contact Us
Compare

PUBLISHER: Inkwood Research | PRODUCT CODE: 1688881

Cover Image

PUBLISHER: Inkwood Research | PRODUCT CODE: 1688881

North America Gaming Market Forecast 2025-2032

PUBLISHED:
PAGES: 149 Pages
DELIVERY TIME: 2-3 business days
SELECT AN OPTION
Unprintable PDF & Excel (Single User License)
USD 1600
PDF & Excel (Corporate License)
USD 2200

Add to Cart

KEY FINDINGS

The North America gaming market was valued at $61.06 billion in 2024 and is anticipated to rise with a CAGR of 5.45% over the forecast years of 2025 to 2032. The base year regarded for the studied market is 2024, and the forecasting years are from 2025 to 2032.

MARKET INSIGHTS

The North American gaming industry has experienced remarkable growth, establishing itself as one of the most dynamic and competitive markets globally. Advancements in gaming systems, mobile gaming technologies, and the increasing popularity of cloud-based gaming solutions drive this growth.

Gaming consoles remain central to the industry, offering expansive libraries that cater to a diverse community. The adoption of mobile gaming, along with the integration of augmented reality games and virtual reality games, has introduced immersive experiences, appealing to gamers of all ages.

eSports and the gaming marketplace have gained significant momentum, presenting lucrative opportunities for players in gaming infrastructure and cloud gaming services. Emerging trends, such as the integration of virtual reality gaming systems and cloud gaming platforms, open innovative opportunities for developers and investors.

Additionally, the vibrant gaming community in the region ensures a steady demand for new game types and advanced technologies, reinforcing North America's leadership in the gaming ecosystem.

REGIONAL ANALYSIS

The North America gaming market growth assessment comprises the evaluation of the United States and Canada.

The United States remains the epicenter of the global gaming market, driven by cutting-edge gaming technology and a robust consumer base. The dominance of major gaming platforms and consoles is complemented by an evolving gaming ecosystem that embraces mobile gaming and cloud gaming services.

A key trend shaping the market is the rise of subscription-based gaming models, offering players access to extensive libraries of games on demand. However, the United States gaming market faces challenges, including regulatory scrutiny over loot boxes and micro-transactions, impacting game monetization strategies.

Consumer demand increasingly leans toward games with complex narratives and competitive eSports integration, reflecting a growing preference for both single-player depth and multiplayer engagement.

Advancements in AI-driven gaming types and the integration of AR and VR technologies are expected to redefine the user experience, ensuring the United States gaming market remains at the forefront of gaming industry trends and global innovation.

Canada's gaming market stands out for its focus on fostering independent game developers and producing highly creative, innovative titles. The country has become a leading destination for game development studios, attributed to favorable tax incentives and government support, creating a thriving ecosystem for both indie developers and AAA studios.

Mobile gaming dominates consumer preferences, with casual games and social interactions driving significant engagement. Unlike the United States, Canada faces unique challenges, such as talent shortages in high-demand fields like AR and VR game development, which could slow innovation.

The gaming community in Canada is also highly diverse, with increasing demand for culturally inclusive and locally relevant content. Emerging trends include the incorporation of blockchain technology in gaming marketplaces.

Additionally, the growing adoption of environmentally sustainable gaming infrastructure is positioning Canada as a progressive force in global gaming. These factors collectively contribute to gaming sector growth, helping Canada maintain its strong position in the industry.

SEGMENTATION ANALYSIS

The North America gaming market segmentation includes the market by type, component, platform, genre, monetization model, age demographic, and distribution channel. The platform segment is further segregated into console gaming, mobile gaming, PC gaming, and cloud gaming.

The console gaming market in North America is experiencing significant growth, driven by consumer demand for immersive, high-quality experiences. The region represents over 40% of the global console gaming audience, with more than 106 million users. This large user base highlights the popularity of console gaming in North America.

New consoles, such as Nintendo's Switch 2, have captured consumer attention with features like portability and exclusive game titles. However, challenges remain, including mixed reactions to new releases and concerns about pricing strategies, as observed with Sony's PlayStation 5 Pro.

Despite these hurdles, the console gaming segment continues to thrive, fueled by technological innovations and a passionate gaming community.

COMPETITIVE INSIGHTS

Some of the top players operating in the North America gaming market include Bethesda Softworks LLC, Electronic Arts Inc, Microsoft Corporation, Ubisoft Entertainment SA, etc.

Electronic Arts Inc (EA), based in Redwood City, California, is a major player in the global gaming market. The company operates across key segments, including game development, live services, and mobile gaming.

EA's portfolio features renowned franchises like FIFA, Madden NFL, The Sims, Apex Legends, and Battlefield. Catering to a wide range of gaming preferences, EA offers experiences across console, PC, and mobile platforms.

With a strong presence in North America, Europe, and Asia-Pacific, EA serves a global audience. Its live services, such as in-game purchases and subscriptions, boost engagement, solidifying EA's leadership in the market.

Product Code: 103188

TABLE OF CONTENTS

1. RESEARCH SCOPE & METHODOLOGY

  • 1.1. STUDY OBJECTIVES
  • 1.2. METHODOLOGY
  • 1.3. ASSUMPTIONS & LIMITATIONS

2. EXECUTIVE SUMMARY

  • 2.1. MARKET SIZE & ESTIMATES
  • 2.2. MARKET OVERVIEW
  • 2.3. SCOPE OF STUDY
  • 2.4. MAJOR MARKET FINDINGS
    • 2.4.1. PC AND CONSOLE GAMING WITNESS STEADY GROWTH AMIDST MOBILE GAMING SURGE
    • 2.4.2. SUBSCRIPTION-BASED GAMING MODELS ARE GAINING TRACTION AMONG PUBLISHERS AND PLAYERS
    • 2.4.3. SUSTAINABLE AND INCLUSIVE GAMING PRACTICES ARE EMERGING AS INDUSTRY PRIORITIES
    • 2.4.4. GROWING DEMAND FOR SUBSCRIPTION-BASED GAMING SERVICES DUE TO EXTENSIVE GAME LIBRARIES AND COST-EFFICIENCY

3. MARKET DYNAMICS

  • 3.1. KEY DRIVERS
    • 3.1.1. SURGE IN MOBILE GAMING FUELED BY SMARTPHONE PENETRATION AND AFFORDABLE INTERNET
    • 3.1.2. ADVANCEMENTS IN CLOUD GAMING TECHNOLOGIES ARE ENABLING SEAMLESS ACCESS
    • 3.1.3. RISING POPULARITY OF ESPORTS AND COMPETITIVE GAMING ACROSS THE REGION
  • 3.2. KEY RESTRAINTS
    • 3.2.1. HIGH DEVELOPMENT COSTS FOR AAA GAMES AND ADVANCED GAMING HARDWARE
    • 3.2.2. LIMITED INFRASTRUCTURE AND CONNECTIVITY IN EMERGING ECONOMIES
    • 3.2.3. CONCERNS OVER GAMING ADDICTION AND ASSOCIATED HEALTH ISSUES

4. KEY ANALYTICS

  • 4.1. TIMELINE OF THE GAMING INDUSTRY
  • 4.2. PARENT MARKET ANALYSIS: MEDIA & ENTERTAINMENT
  • 4.3. KEY MARKET TRENDS
    • 4.3.1. INTEGRATION OF AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) FOR IMMERSIVE GAMING EXPERIENCES
    • 4.3.2. INCREASING FOCUS ON CROSS-PLATFORM GAMING TO ENHANCE USER ENGAGEMENT
    • 4.3.3. GROWTH IN INDIE GAME DEVELOPMENT SUPPORTED BY CROWDFUNDING PLATFORMS
    • 4.3.4. EXPANDING ROLE OF ARTIFICIAL INTELLIGENCE IN GAME DESIGN AND PLAYER INTERACTION
  • 4.4. PORTER'S FIVE FORCES ANALYSIS
    • 4.4.1. BUYERS POWER
    • 4.4.2. SUPPLIERS POWER
    • 4.4.3. SUBSTITUTION
    • 4.4.4. NEW ENTRANTS
    • 4.4.5. INDUSTRY RIVALRY
  • 4.5. GROWTH PROSPECT MAPPING
  • 4.6. MARKET MATURITY ANALYSIS
  • 4.7. MARKET CONCENTRATION ANALYSIS
  • 4.8. VALUE CHAIN ANALYSIS
    • 4.8.1. GAME DEVELOPMENT
    • 4.8.2. PLATFORM INTEGRATION AND PUBLISHING
    • 4.8.3. DISTRIBUTION CHANNELS
    • 4.8.4. MARKETING AND PROMOTION
    • 4.8.5. END-USER ENGAGEMENT AND FEEDBACK
  • 4.9. REGULATORY FRAMEWORK AND COMPLIANCE BODIES
  • 4.10. EXCLUSIVE INSIGHTS
    • 4.10.1. AVERAGE PRICE OF SINGLE PLAYER GAME & LIVE SERVICES GAMES
    • 4.10.2. GENRE PREFERENCE VARY BY AGE - DRIVEN BY LIFESTYLE AND GENERATIONAL DIFFERENCES
    • 4.10.3. NEXT GENERATION OF RETIREES EXPECTED TO PLAY GAMES MORE THAN CURRENT RETIREES
    • 4.10.4. PLAYERS IN EMERGING ECONOMIES PLAY MORE AND PLAN TO PLAY MORE IN THE FUTURE
    • 4.10.5. INSIGHTS ON METAVERSE AND ITS IMPACT ON THE FUTURE OF GAMING INDUSTRY

5. MARKET BY TYPE

  • 5.1. ONLINE
    • 5.1.1. MARKET FORECAST FIGURE
    • 5.1.2. SEGMENT ANALYSIS
  • 5.2. OFFLINE
    • 5.2.1. MARKET FORECAST FIGURE
    • 5.2.2. SEGMENT ANALYSIS

6. MARKET BY COMPONENT

  • 6.1. SOFTWARE
    • 6.1.1. MARKET FORECAST FIGURE
    • 6.1.2. SEGMENT ANALYSIS
  • 6.2. HARDWARE
    • 6.2.1. MARKET FORECAST FIGURE
    • 6.2.2. SEGMENT ANALYSIS

7. MARKET BY PLATFORM

  • 7.1. CONSOLE GAMING
    • 7.1.1. MARKET FORECAST FIGURE
    • 7.1.2. SEGMENT ANALYSIS
  • 7.2. MOBILE GAMING
    • 7.2.1. MARKET FORECAST FIGURE
    • 7.2.2. SEGMENT ANALYSIS
  • 7.3. PC GAMING
    • 7.3.1. MARKET FORECAST FIGURE
    • 7.3.2. SEGMENT ANALYSIS
  • 7.4. CLOUD GAMING
    • 7.4.1. MARKET FORECAST FIGURE
    • 7.4.2. SEGMENT ANALYSIS

8. MARKET BY GENRE

  • 8.1. ADVENTURE/ROLE PLAYING GAMES
    • 8.1.1. MARKET FORECAST FIGURE
    • 8.1.2. SEGMENT ANALYSIS
  • 8.2. PUZZLE GAMES
    • 8.2.1. MARKET FORECAST FIGURE
    • 8.2.2. SEGMENT ANALYSIS
  • 8.3. SOCIAL GAMES
    • 8.3.1. MARKET FORECAST FIGURE
    • 8.3.2. SEGMENT ANALYSIS
  • 8.4. STRATEGY GAMES
    • 8.4.1. MARKET FORECAST FIGURE
    • 8.4.2. SEGMENT ANALYSIS
  • 8.5. SIMULATION GAMES
    • 8.5.1. MARKET FORECAST FIGURE
    • 8.5.2. SEGMENT ANALYSIS
  • 8.6. OTHER GENRES
    • 8.6.1. MARKET FORECAST FIGURE
    • 8.6.2. SEGMENT ANALYSIS

9. MARKET BY MONETIZATION MODEL

  • 9.1. IN-APP ADVERTISING
    • 9.1.1. MARKET FORECAST FIGURE
    • 9.1.2. SEGMENT ANALYSIS
  • 9.2. SUBSCRIPTIONS
    • 9.2.1. MARKET FORECAST FIGURE
    • 9.2.2. SEGMENT ANALYSIS
  • 9.3. IN-GAME PURCHASES
    • 9.3.1. MARKET FORECAST FIGURE
    • 9.3.2. SEGMENT ANALYSIS
  • 9.4. FREE-TO-PLAY (F2P)
    • 9.4.1. MARKET FORECAST FIGURE
    • 9.4.2. SEGMENT ANALYSIS

10. MARKET BY AGE DEMOGRAPHIC

  • 10.1. CHILDREN (UNDER 18)
    • 10.1.1. MARKET FORECAST FIGURE
    • 10.1.2. SEGMENT ANALYSIS
  • 10.2. ADULTS (18 - 44)
    • 10.2.1. MARKET FORECAST FIGURE
    • 10.2.2. SEGMENT ANALYSIS
  • 10.3. SENIORS (45+)
    • 10.3.1. MARKET FORECAST FIGURE
    • 10.3.2. SEGMENT ANALYSIS

11. MARKET BY DISTRIBUTION CHANNEL

  • 11.1. PHYSICAL RETAIL
    • 11.1.1. MARKET FORECAST FIGURE
    • 11.1.2. SEGMENT ANALYSIS
  • 11.2. DIGITAL DISTRIBUTION
    • 11.2.1. MARKET FORECAST FIGURE
    • 11.2.2. SEGMENT ANALYSIS

12. GEOGRAPHICAL ANALYSIS

  • 12.1. NORTH AMERICA
    • 12.1.1. MARKET SIZE & ESTIMATES
    • 12.1.2. COUNTRY ANALYSIS
      • 12.1.2.1. UNITED STATES
      • 12.1.2.1.1. UNITED STATES GAMING MARKET SIZE & OPPORTUNITIES
      • 12.1.2.2. CANADA
      • 12.1.2.2.1. CANADA GAMING MARKET SIZE & OPPORTUNITIES

13. COMPETITIVE LANDSCAPE

  • 13.1. KEY STRATEGIC DEVELOPMENTS
    • 13.1.1. MERGERS & ACQUISITIONS
    • 13.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
    • 13.1.3. PARTNERSHIPS & AGREEMENTS
    • 13.1.4. BUSINESS EXPANSIONS & DIVESTITURES
  • 13.2. COMPANY PROFILES
    • 13.2.1. BETHESDA SOFTWORKS LLC
      • 13.2.1.1. COMPANY OVERVIEW
      • 13.2.1.2. PRODUCTS
      • 13.2.1.3. STRENGTHS & CHALLENGES
    • 13.2.2. ELECTRONIC ARTS INC
      • 13.2.2.1. COMPANY OVERVIEW
      • 13.2.2.2. PRODUCTS
      • 13.2.2.3. STRENGTHS & CHALLENGES
    • 13.2.3. GAMELOFT SE (ACQUIRED BY VIVENDI)
      • 13.2.3.1. COMPANY OVERVIEW
      • 13.2.3.2. PRODUCTS
      • 13.2.3.3. STRENGTHS & CHALLENGES
    • 13.2.4. MICROSOFT CORPORATION
      • 13.2.4.1. COMPANY OVERVIEW
      • 13.2.4.2. PRODUCTS
      • 13.2.4.3. STRENGTHS & CHALLENGES
    • 13.2.5. NEXON CO LTD
      • 13.2.5.1. COMPANY OVERVIEW
      • 13.2.5.2. PRODUCTS
      • 13.2.5.3. STRENGTHS & CHALLENGES
    • 13.2.6. NINTENDO CO LTD
      • 13.2.6.1. COMPANY OVERVIEW
      • 13.2.6.2. PRODUCTS
      • 13.2.6.3. STRENGTHS & CHALLENGES
    • 13.2.7. NVIDIA
      • 13.2.7.1. COMPANY OVERVIEW
      • 13.2.7.2. PRODUCTS
      • 13.2.7.3. STRENGTHS & CHALLENGES
    • 13.2.8. ROCKSTAR GAMES INC
      • 13.2.8.1. COMPANY OVERVIEW
      • 13.2.8.2. PRODUCTS
      • 13.2.8.3. STRENGTHS & CHALLENGES
    • 13.2.9. SEGA CORPORATION
      • 13.2.9.1. COMPANY OVERVIEW
      • 13.2.9.2. PRODUCTS
      • 13.2.9.3. STRENGTHS & CHALLENGES
    • 13.2.10. SONY INTERACTIVE ENTERTAINMENT
      • 13.2.10.1. COMPANY OVERVIEW
      • 13.2.10.2. PRODUCTS
      • 13.2.10.3. STRENGTHS & CHALLENGES
    • 13.2.11. SQUARE ENIX HOLDINGS CO LTD
      • 13.2.11.1. COMPANY OVERVIEW
      • 13.2.11.2. PRODUCTS
      • 13.2.11.3. STRENGTHS & CHALLENGES
    • 13.2.12. UBISOFT ENTERTAINMENT SA
      • 13.2.12.1. COMPANY OVERVIEW
      • 13.2.12.2. PRODUCTS
      • 13.2.12.3. STRENGTHS & CHALLENGES
    • 13.2.13. ZYNGA
      • 13.2.13.1. COMPANY OVERVIEW
      • 13.2.13.2. PRODUCTS
      • 13.2.13.3. STRENGTHS & CHALLENGES
Product Code: 103188

LIST OF TABLES

  • TABLE 1: MARKET SNAPSHOT - GAMING
  • TABLE 2: TIMELINE OF THE GAMING INDUSTRY
  • TABLE 3: REGULATORY FRAMEWORK AND COMPLIANCE BODIES
  • TABLE 4: NORTH AMERICA GAMING MARKET, BY TYPE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 5: NORTH AMERICA GAMING MARKET, BY TYPE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 6: NORTH AMERICA GAMING MARKET, BY COMPONENT, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 7: NORTH AMERICA GAMING MARKET, BY COMPONENT, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 8: NORTH AMERICA GAMING MARKET, BY PLATFORM, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 9: NORTH AMERICA GAMING MARKET, BY PLATFORM, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 10: NORTH AMERICA GAMING MARKET, BY GENRE, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 11: NORTH AMERICA GAMING MARKET, BY GENRE, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 12: NORTH AMERICA GAMING MARKET, BY MONETIZATION MODEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 13: NORTH AMERICA GAMING MARKET, BY MONETIZATION MODEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 14: NORTH AMERICA GAMING MARKET, BY AGE DEMOGRAPHIC, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 15: NORTH AMERICA GAMING MARKET, BY AGE DEMOGRAPHIC, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 16: NORTH AMERICA GAMING MARKET, BY DISTRIBUTION CHANNEL, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 17: NORTH AMERICA GAMING MARKET, BY DISTRIBUTION CHANNEL, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 18: NORTH AMERICA GAMING MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2023 (IN $ BILLION)
  • TABLE 19: NORTH AMERICA GAMING MARKET, BY COUNTRY, FORECAST YEARS, 2025-2032 (IN $ BILLION)
  • TABLE 20: LIST OF MERGERS & ACQUISITIONS
  • TABLE 21: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS
  • TABLE 22: LIST OF PARTNERSHIPS & AGREEMENTS
  • TABLE 23: LIST OF BUSINESS EXPANSIONS & DIVESTITURES

LIST OF FIGURES

  • FIGURE 1: MAJOR MARKET FINDINGS
  • FIGURE 2: MARKET DYNAMICS
  • FIGURE 3: KEY MARKET TRENDS
  • FIGURE 4: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 5: GROWTH PROSPECT MAPPING
  • FIGURE 6: MARKET MATURITY ANALYSIS
  • FIGURE 7: MARKET CONCENTRATION ANALYSIS
  • FIGURE 8: VALUE CHAIN ANALYSIS
  • FIGURE 9: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY TYPE, IN 2024
  • FIGURE 10: NORTH AMERICA GAMING MARKET, BY ONLINE, 2025-2032 (IN $ BILLION)
  • FIGURE 11: NORTH AMERICA GAMING MARKET, BY OFFLINE, 2025-2032 (IN $ BILLION)
  • FIGURE 12: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY COMPONENT, IN 2024
  • FIGURE 13: NORTH AMERICA GAMING MARKET, BY SOFTWARE, 2025-2032 (IN $ BILLION)
  • FIGURE 14: NORTH AMERICA GAMING MARKET, BY HARDWARE, 2025-2032 (IN $ BILLION)
  • FIGURE 15: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY PLATFORM, IN 2024
  • FIGURE 16: NORTH AMERICA GAMING MARKET, BY CONSOLE GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 17: NORTH AMERICA GAMING MARKET, BY MOBILE GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 18: NORTH AMERICA GAMING MARKET, BY PC GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 19: NORTH AMERICA GAMING MARKET, BY CLOUD GAMING, 2025-2032 (IN $ BILLION)
  • FIGURE 20: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY GENRE, IN 2024
  • FIGURE 21: NORTH AMERICA GAMING MARKET, BY ADVENTURE/ROLE PLAYING GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 22: NORTH AMERICA GAMING MARKET, BY PUZZLE GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 23: NORTH AMERICA GAMING MARKET, BY SOCIAL GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 24: NORTH AMERICA GAMING MARKET, BY STRATEGY GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 25: NORTH AMERICA GAMING MARKET, BY SIMULATION GAMES, 2025-2032 (IN $ BILLION)
  • FIGURE 26: NORTH AMERICA GAMING MARKET, BY OTHER GENRES, 2025-2032 (IN $ BILLION)
  • FIGURE 27: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY MONETIZATION MODEL, IN 2024
  • FIGURE 28: NORTH AMERICA GAMING MARKET, BY IN-APP ADVERTISING, 2025-2032 (IN $ BILLION)
  • FIGURE 29: NORTH AMERICA GAMING MARKET, BY SUBSCRIPTIONS, 2025-2032 (IN $ BILLION)
  • FIGURE 30: NORTH AMERICA GAMING MARKET, BY IN-GAME PURCHASES, 2025-2032 (IN $ BILLION)
  • FIGURE 31: NORTH AMERICA GAMING MARKET, BY FREE-TO-PLAY (F2P), 2025-2032 (IN $ BILLION)
  • FIGURE 32: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY AGE DEMOGRAPHIC, IN 2024
  • FIGURE 33: NORTH AMERICA GAMING MARKET, BY CHILDREN (UNDER 18), 2025-2032 (IN $ BILLION)
  • FIGURE 34: NORTH AMERICA GAMING MARKET, BY ADULTS (18 - 44), 2025-2032 (IN $ BILLION)
  • FIGURE 35: NORTH AMERICA GAMING MARKET, BY SENIORS (45+), 2025-2032 (IN $ BILLION)
  • FIGURE 36: NORTH AMERICA GAMING MARKET, GROWTH POTENTIAL, BY DISTRIBUTION CHANNEL, IN 2024
  • FIGURE 37: NORTH AMERICA GAMING MARKET, BY PHYSICAL RETAIL, 2025-2032 (IN $ BILLION)
  • FIGURE 38: NORTH AMERICA GAMING MARKET, BY DIGITAL DISTRIBUTION, 2025-2032 (IN $ BILLION)
  • FIGURE 39: NORTH AMERICA GAMING MARKET, COUNTRY OUTLOOK, 2024 & 2032 (IN %)
  • FIGURE 40: UNITED STATES GAMING MARKET, 2025-2032 (IN $ BILLION)
  • FIGURE 41: CANADA GAMING MARKET, 2025-2032 (IN $ BILLION)
Have a question?
Picture

Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

Picture

Christine Sirois

Manager - Americas

+1-860-674-8796

Questions? Please give us a call or visit the contact form.
Hi, how can we help?
Contact us!