United States Gaming Console And Accessories Market

The US Gaming Console and Accessories Market, valued at USD 14 Bn, is growing due to rising eSports popularity, technological innovations, and expanding online gaming services.

Region:North America

Author(s):Dev

Product Code:KRAB0426

Pages:87

Published On:August 2025

About the Report

Base Year 2024

United States Gaming Console And Accessories Market Overview

  • The United States Gaming Console and Accessories Market is valued at USD 14 billion, based on a five-year historical analysis. This growth is primarily driven by the increasing popularity of gaming among diverse demographics, technological advancements in gaming hardware, and the rise of online and subscription-based gaming services that enhance user engagement and monetization.
  • Key players in this market include major cities such as Los Angeles, New York, and San Francisco, which contribute through large consumer bases, active developer and publisher ecosystems, and frequent industry events; these metros host major publishers, platform operators, and esports venues that act as hubs for innovation and consumer engagement.
  • In 2023, the U.S. government advanced enforcement and rulemaking on digital markets and privacy relevant to gaming platforms, including actions by the Federal Trade Commission on dark patterns and children’s privacy (COPPA) and broader data practices guidance aimed at transparency and consent in online services, which cover many gaming-related transactions and data handling.
United States Gaming Console And Accessories Market Size

United States Gaming Console And Accessories Market Segmentation

By Type:The market is segmented into various types, including home consoles, handheld/hybrid consoles, console accessories, game software, virtual reality hardware and accessories, subscription and services, and cloud/remote play services. Each sub-segment caters to different consumer preferences and technological advancements, contributing to the overall market growth.

United States Gaming Console And Accessories Market segmentation by Type.

By End-User:The end-user segmentation includes individual consumers, household/family gaming, eSports and competitive gamers, and educational/community programs and libraries. Each segment reflects different gaming habits and preferences, influencing the types of products and services offered in the market.

United States Gaming Console And Accessories Market segmentation by End-User.

United States Gaming Console And Accessories Market Competitive Landscape

The United States Gaming Console And Accessories Market is characterized by a dynamic mix of regional and international players. Leading participants such as Sony Interactive Entertainment LLC, Microsoft Corporation (Xbox), Nintendo of America Inc., Electronic Arts Inc., Activision Blizzard, Inc. (a Microsoft company), Take-Two Interactive Software, Inc., Ubisoft Entertainment S.A., Valve Corporation, Epic Games, Inc., Razer Inc., Logitech International S.A. (Logitech G), Corsair Gaming, Inc. (including Elgato), Turtle Beach Corporation, HyperX (HP Inc.), SteelSeries ApS (a GN Store Nord brand) contribute to innovation, geographic expansion, and service delivery in this space.

Sony Interactive Entertainment LLC

1993

San Mateo, California

Microsoft Corporation (Xbox)

1975

Redmond, Washington

Nintendo of America Inc.

1980

Redmond, Washington

Electronic Arts Inc.

1982

Redwood City, California

Activision Blizzard, Inc.

2008

Santa Monica, California

Company

Establishment Year

Headquarters

Installed Base in the U.S. (cumulative units)

U.S. Console Hardware Revenue Mix (%)

U.S. Software and Services Revenue (DLC, digital, subscriptions)

Subscription Metrics (paid subscribers, ARPU)

Exclusive Titles Pipeline (count/major IPs)

Average Selling Price (Hardware)

United States Gaming Console And Accessories Market Industry Analysis

Growth Drivers

  • Increasing Popularity of eSports:The eSports industry has seen exponential growth, with revenues projected to reach $1.8 billion in future, driven by sponsorships, advertising, and media rights. The number of eSports viewers in the U.S. is expected to surpass 30 million, reflecting a growing audience that fuels demand for gaming consoles and accessories. This surge in interest is encouraging manufacturers to innovate and enhance their offerings, further propelling market growth.
  • Advancements in Gaming Technology:The gaming industry is experiencing rapid technological advancements, with the global gaming hardware market expected to reach $45 billion in future. Innovations such as 4K resolution, high refresh rates, and improved graphics processing units (GPUs) are enhancing user experiences. These advancements are driving consumers to upgrade their consoles and accessories, thereby increasing sales and market penetration in the United States.
  • Expansion of Online Gaming Platforms:The online gaming sector is projected to grow significantly, with revenues expected to hit $21 billion in future. This growth is attributed to the increasing number of online multiplayer games and subscription services. As more players engage in online gaming, the demand for compatible consoles and accessories rises, creating a robust market environment that supports sustained growth in the gaming console sector.

Market Challenges

  • Intense Competition Among Major Players:The gaming console market is characterized by fierce competition, with major players like Sony, Microsoft, and Nintendo vying for market share. In future, these companies are expected to invest over $10 billion in marketing and product development. This intense rivalry can lead to price wars and reduced profit margins, posing a significant challenge for companies trying to maintain profitability while innovating.
  • Supply Chain Disruptions:The gaming industry continues to face supply chain challenges, exacerbated by global events and semiconductor shortages. In future, the average lead time for gaming hardware components is projected to remain at 20 weeks, impacting production schedules. These disruptions can lead to inventory shortages, delayed product launches, and ultimately, lost sales opportunities for manufacturers in the gaming console market.

United States Gaming Console And Accessories Market Future Outlook

The future of the United States gaming console and accessories market appears promising, driven by technological advancements and evolving consumer preferences. As the industry embraces cloud gaming and subscription models, companies are likely to adapt their strategies to meet changing demands. Additionally, the integration of virtual reality (VR) and augmented reality (AR) technologies is expected to enhance gaming experiences, attracting a broader audience and fostering innovation in product development.

Market Opportunities

  • Growth in Mobile Gaming:The mobile gaming market is projected to reach $100 billion in future, presenting a significant opportunity for console manufacturers to develop cross-platform solutions. By creating accessories that enhance mobile gaming experiences, companies can tap into this lucrative segment and attract a new generation of gamers who prefer mobile platforms.
  • Increasing Demand for VR and AR Gaming:The VR and AR gaming market is expected to grow to $12 billion in future, driven by advancements in technology and consumer interest. This presents an opportunity for console manufacturers to innovate and create compatible accessories, enhancing user experiences and expanding their product offerings in a rapidly growing segment of the gaming industry.

Scope of the Report

SegmentSub-Segments
By Type

Home Consoles (e.g., PlayStation, Xbox)

Handheld/Hybrid Consoles (e.g., Nintendo Switch family)

Console Accessories (Controllers, Headsets, Charging Docks, Storage, Racing Wheels)

Game Software (Physical and Digital)

Virtual Reality Hardware & Accessories (e.g., PS VR2, Meta Quest accessories)

Subscription & Services (Xbox Game Pass, PlayStation Plus, Nintendo Switch Online)

Cloud/Remote Play Services (e.g., Xbox Cloud Gaming, PS Remote Play)

By End-User

Individual Consumers

Household/Family Gaming

eSports and Competitive Gamers

Educational/Community Programs and Libraries

By Sales Channel

Online Retailers/Marketplaces (e.g., Amazon, Walmart.com, BestBuy.com)

Specialty and Big-Box Retail (e.g., GameStop, Best Buy, Walmart, Target)

First-Party Direct (PlayStation Direct, Microsoft Store, My Nintendo Store)

Wholesale/Distributors

By Distribution Mode

Physical (In-store, packaged)

Digital (Download codes, online storefronts)

E-commerce Platforms/Marketplaces

By Price Range

Entry/Budget (e.g., Series S, Switch Lite, prior-gen models)

Mid-Range

Premium/Performance (e.g., PS5, Xbox Series X, OLED models)

By Brand Ecosystem

PlayStation

Xbox

Nintendo

Multi-platform Accessories

By Game Genre

Action/Adventure

Sports/Racing

Role-Playing Games (RPG)

Simulation/Strategy

Family/Party and Others

Key Target Audience

Investors and Venture Capitalist Firms

Government and Regulatory Bodies (e.g., Federal Trade Commission, Federal Communications Commission)

Manufacturers and Producers

Distributors and Retailers

Content Developers and Publishers

Technology Providers

Industry Associations (e.g., Entertainment Software Association)

Financial Institutions

Players Mentioned in the Report:

Sony Interactive Entertainment LLC

Microsoft Corporation (Xbox)

Nintendo of America Inc.

Electronic Arts Inc.

Activision Blizzard, Inc. (a Microsoft company)

Take-Two Interactive Software, Inc.

Ubisoft Entertainment S.A.

Valve Corporation

Epic Games, Inc.

Razer Inc.

Logitech International S.A. (Logitech G)

Corsair Gaming, Inc. (including Elgato)

Turtle Beach Corporation

HyperX (HP Inc.)

SteelSeries ApS (a GN Store Nord brand)

Table of Contents

Market Assessment Phase

1. Executive Summary and Approach


2. United States Gaming Console And Accessories Market Overview

2.1 Key Insights and Strategic Recommendations

2.2 United States Gaming Console And Accessories Market Overview

2.3 Definition and Scope

2.4 Evolution of Market Ecosystem

2.5 Timeline of Key Regulatory Milestones

2.6 Value Chain & Stakeholder Mapping

2.7 Business Cycle Analysis

2.8 Policy & Incentive Landscape


3. United States Gaming Console And Accessories Market Analysis

3.1 Growth Drivers

3.1.1 Increasing popularity of eSports
3.1.2 Advancements in gaming technology
3.1.3 Rise in disposable income
3.1.4 Expansion of online gaming platforms

3.2 Market Challenges

3.2.1 Intense competition among major players
3.2.2 Supply chain disruptions
3.2.3 Rapid technological changes
3.2.4 Regulatory hurdles

3.3 Market Opportunities

3.3.1 Growth in mobile gaming
3.3.2 Increasing demand for VR and AR gaming
3.3.3 Expansion into emerging markets
3.3.4 Collaborations with content creators

3.4 Market Trends

3.4.1 Shift towards subscription-based models
3.4.2 Integration of cloud gaming services
3.4.3 Focus on sustainability in production
3.4.4 Rise of cross-platform gaming

3.5 Government Regulation

3.5.1 Data privacy regulations
3.5.2 Consumer protection laws
3.5.3 Tax incentives for gaming companies
3.5.4 Content rating systems

4. SWOT Analysis


5. Stakeholder Analysis


6. Porter's Five Forces Analysis


7. United States Gaming Console And Accessories Market Market Size, 2019-2024

7.1 By Value

7.2 By Volume

7.3 By Average Selling Price


8. United States Gaming Console And Accessories Market Segmentation

8.1 By Type

8.1.1 Home Consoles (e.g., PlayStation, Xbox)
8.1.2 Handheld/Hybrid Consoles (e.g., Nintendo Switch family)
8.1.3 Console Accessories (Controllers, Headsets, Charging Docks, Storage, Racing Wheels)
8.1.4 Game Software (Physical and Digital)
8.1.5 Virtual Reality Hardware & Accessories (e.g., PS VR2, Meta Quest accessories)
8.1.6 Subscription & Services (Xbox Game Pass, PlayStation Plus, Nintendo Switch Online)
8.1.7 Cloud/Remote Play Services (e.g., Xbox Cloud Gaming, PS Remote Play)

8.2 By End-User

8.2.1 Individual Consumers
8.2.2 Household/Family Gaming
8.2.3 eSports and Competitive Gamers
8.2.4 Educational/Community Programs and Libraries

8.3 By Sales Channel

8.3.1 Online Retailers/Marketplaces (e.g., Amazon, Walmart.com, BestBuy.com)
8.3.2 Specialty and Big-Box Retail (e.g., GameStop, Best Buy, Walmart, Target)
8.3.3 First-Party Direct (PlayStation Direct, Microsoft Store, My Nintendo Store)
8.3.4 Wholesale/Distributors

8.4 By Distribution Mode

8.4.1 Physical (In-store, packaged)
8.4.2 Digital (Download codes, online storefronts)
8.4.3 E-commerce Platforms/Marketplaces

8.5 By Price Range

8.5.1 Entry/Budget (e.g., Series S, Switch Lite, prior-gen models)
8.5.2 Mid-Range
8.5.3 Premium/Performance (e.g., PS5, Xbox Series X, OLED models)

8.6 By Brand Ecosystem

8.6.1 PlayStation
8.6.2 Xbox
8.6.3 Nintendo
8.6.4 Multi-platform Accessories

8.7 By Game Genre

8.7.1 Action/Adventure
8.7.2 Sports/Racing
8.7.3 Role-Playing Games (RPG)
8.7.4 Simulation/Strategy
8.7.5 Family/Party and Others

9. United States Gaming Console And Accessories Market Competitive Analysis

9.1 Market Share of Key Players

9.2 Cross Comparison of Key Players

9.2.1 Company Name
9.2.2 Installed Base in the U.S. (cumulative units)
9.2.3 U.S. Console Hardware Revenue Mix (%)
9.2.4 U.S. Software and Services Revenue (DLC, digital, subscriptions)
9.2.5 Subscription Metrics (paid subscribers, ARPU)
9.2.6 Exclusive Titles Pipeline (count/major IPs)
9.2.7 Average Selling Price (Hardware)
9.2.8 Accessory Attach Rate (controllers/headsets per console)
9.2.9 Distribution Reach (online + retail partners coverage)
9.2.10 Customer Satisfaction/NPS (U.S.)

9.3 SWOT Analysis of Top Players

9.4 Pricing Analysis

9.5 Detailed Profile of Major Companies

9.5.1 Sony Interactive Entertainment LLC
9.5.2 Microsoft Corporation (Xbox)
9.5.3 Nintendo of America Inc.
9.5.4 Electronic Arts Inc.
9.5.5 Activision Blizzard, Inc. (a Microsoft company)
9.5.6 Take-Two Interactive Software, Inc.
9.5.7 Ubisoft Entertainment S.A.
9.5.8 Valve Corporation
9.5.9 Epic Games, Inc.
9.5.10 Razer Inc.
9.5.11 Logitech International S.A. (Logitech G)
9.5.12 Corsair Gaming, Inc. (including Elgato)
9.5.13 Turtle Beach Corporation
9.5.14 HyperX (HP Inc.)
9.5.15 SteelSeries ApS (a GN Store Nord brand)

10. United States Gaming Console And Accessories Market End-User Analysis

10.1 Procurement Behavior of Key Ministries

10.1.1 Government Procurement Policies
10.1.2 Budget Allocations for Gaming
10.1.3 Approval Processes for Gaming Products

10.2 Corporate Spend on Infrastructure & Energy

10.2.1 Investment in Gaming Infrastructure
10.2.2 Expenditure on Gaming Technology
10.2.3 Funding for Game Development

10.3 Pain Point Analysis by End-User Category

10.3.1 Accessibility Issues
10.3.2 Cost of Entry
10.3.3 Quality of Customer Support

10.4 User Readiness for Adoption

10.4.1 Awareness of New Technologies
10.4.2 Willingness to Invest in Gaming
10.4.3 Training and Support Needs

10.5 Post-Deployment ROI and Use Case Expansion

10.5.1 Measurement of ROI
10.5.2 Expansion into New Use Cases
10.5.3 Long-term Engagement Strategies

11. United States Gaming Console And Accessories Market Future Size, 2025-2030

11.1 By Value

11.2 By Volume

11.3 By Average Selling Price


Go-To-Market Strategy Phase

1. Whitespace Analysis + Business Model Canvas

1.1 Market Gaps Identification

1.2 Business Model Framework


2. Marketing and Positioning Recommendations

2.1 Branding Strategies

2.2 Product USPs


3. Distribution Plan

3.1 Urban Retail Strategies

3.2 Rural NGO Tie-ups


4. Channel & Pricing Gaps

4.1 Underserved Routes

4.2 Pricing Bands Analysis


5. Unmet Demand & Latent Needs

5.1 Category Gaps

5.2 Consumer Segments


6. Customer Relationship

6.1 Loyalty Programs

6.2 After-sales Service


7. Value Proposition

7.1 Sustainability Initiatives

7.2 Integrated Supply Chains


8. Key Activities

8.1 Regulatory Compliance

8.2 Branding Efforts

8.3 Distribution Setup


9. Entry Strategy Evaluation

9.1 Domestic Market Entry Strategy

9.1.1 Product Mix Considerations
9.1.2 Pricing Band Strategy
9.1.3 Packaging Innovations

9.2 Export Entry Strategy

9.2.1 Target Countries Analysis
9.2.2 Compliance Roadmap

10. Entry Mode Assessment

10.1 Joint Ventures

10.2 Greenfield Investments

10.3 Mergers & Acquisitions

10.4 Distributor Model


11. Capital and Timeline Estimation

11.1 Capital Requirements

11.2 Timelines for Market Entry


12. Control vs Risk Trade-Off

12.1 Ownership vs Partnerships


13. Profitability Outlook

13.1 Breakeven Analysis

13.2 Long-term Sustainability


14. Potential Partner List

14.1 Distributors

14.2 Joint Ventures

14.3 Acquisition Targets


15. Execution Roadmap

15.1 Phased Plan for Market Entry

15.1.1 Market Setup
15.1.2 Market Entry
15.1.3 Growth Acceleration
15.1.4 Scale & Stabilize

15.2 Key Activities and Milestones

15.2.1 Milestone Planning
15.2.2 Activity Tracking

Research Methodology

ApproachModellingSample

Phase 1: Approach1

Desk Research

  • Industry reports from gaming associations and market research firms
  • Sales data from major gaming console manufacturers and accessory suppliers
  • Consumer behavior studies published in gaming journals and magazines

Primary Research

  • Interviews with product managers at leading gaming console companies
  • Surveys targeting gamers to understand purchasing habits and preferences
  • Focus groups with gaming enthusiasts to gather qualitative insights

Validation & Triangulation

  • Cross-validation of findings with sales data from retail partners
  • Triangulation of consumer insights with industry expert opinions
  • Sanity checks through feedback from gaming industry analysts

Phase 2: Market Size Estimation1

Top-down Assessment

  • Analysis of total gaming market revenue to estimate console and accessory share
  • Segmentation by console type (e.g., handheld, home consoles) and accessory category
  • Incorporation of trends in digital gaming and subscription services

Bottom-up Modeling

  • Volume estimates based on unit sales data from major retailers
  • Pricing analysis of consoles and accessories across different market segments
  • Calculation of market size based on average revenue per user (ARPU) metrics

Forecasting & Scenario Analysis

  • Multi-variable regression analysis incorporating gaming trends and economic indicators
  • Scenario modeling based on technological advancements and consumer adoption rates
  • Baseline, optimistic, and pessimistic forecasts through 2030

Phase 3: CATI Sample Composition1

Scope Item/SegmentSample SizeTarget Respondent Profiles
Console Gamers150Casual Gamers, Hardcore Gamers
Accessory Purchasers120Retail Buyers, Online Shoppers
Game Developers80Game Designers, Product Managers
Retail Store Managers70Store Managers, Sales Associates
Industry Analysts50Market Analysts, Research Directors

Frequently Asked Questions

What is the current value of the United States Gaming Console and Accessories Market?

The United States Gaming Console and Accessories Market is valued at approximately USD 14 billion, reflecting significant growth driven by the increasing popularity of gaming, technological advancements, and the rise of online gaming services.

What factors are driving growth in the gaming console market?

Who are the major players in the U.S. gaming console market?

What are the main segments of the gaming console market?

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