北美数位游戏市场:2023 年
市场调查报告书
商品编码
1267562

北美数位游戏市场:2023 年

North America Digital Gaming Market 2023

出版日期: | 出版商: yStats.com | 英文 59 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

数位游戏市场预计在未来几年将快速增长,其中北美地区的收入份额仅次于亚太地区。 随着元界和区块链游戏的出现,北美数位游戏行业正在经历繁荣。

这份报告考察了北美数位游戏市场,并提出了对全球、北美地区和主要国家游戏相关收入的预测、各个细分市场的细分、游戏玩家数量的变化、首选设备、一系列游戏玩家的活动、偏好等。

内容

第一章管理总结

第二章世界

  • 数位游戏市场趋势:概述
  • 游戏市场收益的结果和预测
  • 按细分市场划分的视频游戏总收入
  • 游戏市场收入:按细分
  • 游戏收入明细:按细分
  • 游戏市场收入:按地区
  • 按地区细分的博彩收入/占博彩总收入的百分比
  • 移动游戏收入所占百分比:按国家/地区分类
  • 游戏玩家总数
  • 按地区细分的游戏玩家总数
  • 游戏玩家总数:按细分
  • 游戏玩家最喜欢玩视频游戏的设备
  • 最受欢迎的游戏平台:按代
  • 移动游戏收入百分比:按渠道
  • iOS 手机游戏年收入变化
  • Google Play 手机游戏的年收入变化
  • 预测应用内视频游戏的广告总收入
  • 游戏玩家最想参与的 5 个与游戏相关的维度:按代
  • 愿意花钱购买游戏内商品的游戏玩家百分比:按代数
  • 游戏玩家进行的最多游戏内购买:按代
  • 在 Metaverse 上购买的 3 大理由
  • 前 10 名最畅销的在线游戏
  • Apple App Store 上最畅销的 10 款在线游戏
  • Google Play 商店中最畅销的 10 款在线游戏

第三章北美

  • 地区
    • 数位游戏市场趋势:概述
  • 美国
    • 游戏总支出:按细分
    • 预计的数位游戏玩家数量:按设备
    • 消费者在视频游戏产品上的支出/导致消费者支出下降的因素
    • 视频游戏玩家细分
    • 首选的游戏设备
    • 访问免费游戏的玩家百分比
    • 通过订阅访问游戏的玩家百分比
    • 在游戏中比在现实生活中更能表达的 Z 世代游戏玩家所占百分比
    • 每周平均游戏时间
    • 影响游戏购买决策的关键因素
    • 在现场游戏活动中购买的游戏玩家细分
    • 每年至少进行数次游戏内购买的玩家所占百分比
    • 相信 Metaverse 将改变游戏行业的游戏玩家百分比
    • Z 世代游戏玩家计划在元宇宙中进行的主要活动
    • Z 世代游戏玩家期望品牌在 Metaverse 中提供的热门活动
    • 游戏玩家想到的顶级元宇宙相关公司
    • 在视频游戏和元宇宙中主要关注数据隐私的游戏玩家百分比:按代数
  • 加拿大
    • 首选的游戏设备
简介目录
Product Code: 1613

The digital gaming market is forecast to surge in the coming years, with North America representing the highest revenue share, second to Asia-Pacific:" new yStats.com report.

The digital gaming industry in North America is experiencing a boom amidst the emergence of the Metaverse and blockchain gaming

Technological advancements and emerging trends are driving the global gaming industry, with trends like advanced technology in gaming, socializing, cloud gaming, and gaming in the Metaverse gaining traction. Gamers and brands are embracing these trends, transforming the gaming market beyond just playing games to encompass viewing, attending events, and creating content. Brands like Minecraft and Fortnite are incorporating Metaverse elements, such as virtual worlds for in-game socialization. Globally, gaming in the Metaverse is on the rise, with over half of surveyed Gen Z gamers in the U.S. intending to make money in the Metaverse as of February 2022. Consumer expectations are changing, with Gen Z gamers expecting virtual stores in the Metaverse for browsing and purchasing products. Blockchain gaming is also gaining momentum, allowing NFTs and blockchain technology for in-game character sales and virtual goods trading.

The U.S. has witnessed declining consumer spending on video game products, despite a surge in the number of players

The global video gaming industry is growing gradually in the backdrop of changing consumer expectations, advanced technology, and new monetization models, and North America is no exception to this trend. Following the pandemic, there was a surge in digital and online gaming, leading to new trends such as gaming in the Metaverse, among others. Gaming companies are introducing new business models, such as subscriptions, in-game purchases, multiplayer games, and virtual goods within games. North America is a leader in gaming revenue, second only to Asia-Pacific, with revenue reaching billions of euros as of 2022, as per the new yStats.com report. Additionally, the total spending on gaming in the U.S. reached billions of euros, with the highest spending coming from content spending during the same period. Although the gaming market in the U.S. is forecast to see an increase in the number of digital gamers by 2026, consumer spending on video game products reduced as of 2022. The pandemic-fueled growth that led to a peak in consumer spending as of 2021 calmed down in 2022, resulting in a decline in spending on video game products. Moreover, the rise in the cost of necessary everyday products worldwide led to a shift away from purchasing video game products.

Gaming companies such as Sony and Microsoft, among others, also registered a decline in the sale of gaming consoles, indicating reduced expenditure on video game products. Lastly, the market saw a limited supply of new technologically advanced console hardware amidst the slow release of new gaming titles, further plummeting.

Table of Contents

1. Management Summary

2. Global

      • Overview of Digital Gaming Market Trends, April 2023 (1 of 2)
      • Overview of Digital Gaming Market Trends, April 2023 (2 of 2)
      • Gaming Market Revenue, in USD billion, 2020-2022 & 2025f
      • Total Video Game Revenue, by Segment, in USD billion, 2022e-2026f
      • Gaming Market Revenue, by Segment, in USD billion, 2022e
      • Breakdown of Gaming Revenues, by Segment, in %, 2022e
      • Gaming Market Revenue, by Region, in USD billion, 2022e
      • Breakdown of Gaming Revenue, by Regions, in % of Total Gaming Revenue, 2022e
      • Share of Mobile Game Revenue, by Countries, in %, 2022
      • Total Number of Gaming Players, in billions, 2020-2022e & 2025f
      • Breakdown of Total Number of Players, by Regions, in % of Total Gaming Players, 2022e
      • Total Number of Gaming Players, by Segment, in billions, 2022e
      • Most Preferred Devices Used Among Gamers to Play Video Games, in % of Gamers, 2022
      • Top Preferred Gaming Platforms, by Generation, in % of Gamers, 2022
      • Share of Mobile Game Revenue, by Channel, in %, 2022
      • Annual iOS Mobile Game Revenue, in USD billion, 2020-2022
      • Annual Google Play Mobile Game Revenue, in USD billion, 2020-2022
      • Total In-App Video Game Advertising Revenue, in USD billion, 2022e-2026f
      • Top 5 Most Preferred Activities in an Immersive World Compared to Traditional Alternatives, in % of Respondents, April 2022
      • Top Gaming-Related Dimensions That Gamers Are Willing to Engage in, by Generation, in % of Gamers, 2022
      • Share of Gamers Who Prefer to Spend Money on In-Game Purchases, by Generation, in %, 2022
      • Top In-Game Purchases That Gamers Make, by Generation, in % of Gamers, 2022
      • Top 3 Reasons for Making Purchases in the Metaverse, in % of Respondents, April 2022
      • Top 10 Grossing Online Games, by Revenue, in USD billion, 2022
      • Top 10 Grossing Online Games on Apple App Store, by Revenue, in USD million, 2022
      • Top 10 Grossing Online Games on Google Play Store, by Revenue, in USD million, 2022

3. North America

  • 3.1. Regional
      • Overview of Digital Gaming Market Trends, April 2023
  • 3.2. USA
      • Total Spending on Gaming, by Segment, in USD billion, 2022
      • Number of Digital Gamers, by Device, in millions, 2022-2026f
      • Consumer Spending on Video Game Products, in USD billions, & Factors Leading to the Decline in Consumer Spending, 2020-2022e
      • Breakdown of Video Game Players, by Age, in %, February 2022
      • Preferred Devices Used for Gaming, in % of Players, February 2022
      • Share of Players Accessing Free-to-Play Games in the Last Year, in %, February 2022
      • Share of Players Accessing Games via Subscriptions, in %, February 2022
      • Share of Gen Z Gamers Who Are Able to Express More in a Game Than in Real Life, in %, February 2022
      • Average Time Spent Playing Games Each Week, in % of Players, February 2022
      • Top Factors Influencing Purchase Decision of Games, in % of Players, February 2022
      • Breakdown of Gamers Making Purchases in a Live In-Game Event, in %, March 2022
      • Share of Players Making In-Game Purchases at least Few Times a Year, in %, February 2022
      • Share of Gamers Who Believe the Metaverse Will Change the Gaming Industry, in %, May 2022
      • Top Activities Gen Z Gamers Plan to Do in the Metaverse, in % of Gamers, February 2022
      • Top Activities That Gen Z Gamers Are Expecting Brands to Offer in the Metaverse, in % of Gamers, February 2022
      • Top Companies Associated with the Metaverse According to Gamers, in % of Gamers, May 2022
      • Share of Gamers Whose Main Concern in Video Games and the Metaverse is Data Privacy, by Generation, in %, February 2022
  • 3.3. Canada
      • Preferred Devices Used for Gaming, in % of Adults, May 2022