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U.S. Mobile Consumer Gaming: Who wants to play?

Playing online games is a common form of entertainment for many U.S. mobile consumers. In addition, some of those consumers use cloud gaming, which drives data usage on both the mobile and home broadband networks.

How frequently are mobile consumers playing online games? How many mobile consumers use cloud gaming or subscribe to an online gaming subscription?

This market study answers these questions and provides more information about the gaming behaviors of U.S. consumers both at home and on the go. The study, which uses results from iGR’s June 2023 survey of over 1,000 U.S. mobile consumers, also compares current data to past years’ results.


Key Questions Answered

  • How many devices that can be used to play online games are typically used in mobile consumers’ households?
  • How many mobile consumers play online games at home and on the go?
  • How frequently do mobile consumers play online games at home and on the go?
  • How many mobile consumers play games in the cloud?
  • Which online gaming subscription services do U.S. mobile consumers use?
  • How has mobile consumers’ gaming behavior changed over the last two years?
  • How does mobile consumers’ gaming behavior differ by demographic variables?

Who Should Read

  • Mobile operators
  • Cable MSOs and other fixed broadband providers
  • Device OEMs
  • Infrastructure providers
  • Content providers and distributors
  • Financial analysts and investors.

Table of Contents

  • Abstract
  • Executive Summary
    • What This Means
  • Methodology
  • Devices Used for Gaming
  • Playing Online Games at Home and On the Go
  • Cloud Gaming and Subscriptions
  • Survey Demographics
    • Demographic Profile of U.S. Consumer Respondents
  • Definitions
  • About iGR
    • Disclaimer

List of Tables

  • Table 1: Devices that can be used for gaming
  • Table 2: Devices that can be used for gaming, 2020, 2023
  • Table 3: Number of devices that can be used for gaming
  • Table 4: Number of devices that can be used for gaming, 2018-2020, 2023
  • Table 5: Play online games while at home and on the go
  • Table 6: Frequency of playing online games while at home and on the go
  • Table 7: Play online games while at home and on the go, 2019, 2020, 2023
  • Table 8: Cloud gaming
  • Table 9: Gaming subscription
  • Table 10: Gaming subscription service
  • Table D-1: Respondent Age
  • Table D-2: Respondent Gender
  • Table D-3: Respondent Marital Status
  • Table D-4: Respondent Annual Household Income
  • Table D-5: Respondent Level of Education
  • Table D-6: Size of Household
  • Table D-7: Age of Children in Household
  • Table D-8: Respondent Region
  • Definitions Table

List of Charts and Figures

  • Figure A: Play online games while at home and on the go
  • Figure B: Cloud gaming and gaming subscriptions
  • Figure 1: Devices that can be used for gaming
  • Figure 2: Devices that can be used for gaming, 2020, 2023
  • Figure 3: Number of devices that can be used for gaming
  • Figure 4: Number of devices that can be used for gaming, 2018-2020, 2023
  • Figure 5: Play online games while at home and on the go
  • Figure 6: Frequency of playing online games while at home and on the go
  • Figure 7: Play online games while at home and on the go, 2019, 2020, 2023
  • Figure 8: Cloud gaming
  • Figure 9: Gaming subscription
  • Figure 10: Gaming subscription service
  • Figure D-1: Respondent Age
  • Figure D-2: Respondent Gender
  • Figure D-3: Respondent Marital Status
  • Figure D-4: Respondent Annual Household Income
  • Figure D-5: Respondent Level of Education
  • Figure D-6: Size of Household
  • Figure D-7: Age of Children in Household
  • Figure D-8: Respondent Region

For additional information or to purchase the U.S. Mobile Consumer Gaming market study, please contact Iain Gillott, at (512) 796-1675 or by email.

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