NAICS Code 459120-39 - Video Games & Equipment-Sales & Rental (Retail)

Marketing Level - NAICS 8-Digit

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Total Companies

101

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NAICS Code 459120-39 Description (8-Digit)

The Video Games & Equipment-Sales & Rental (Retail) industry involves the sale and rental of video games and related equipment to consumers. This industry includes physical retail stores as well as online retailers that specialize in video games and equipment. The industry is driven by the popularity of video games and the constant release of new games and equipment.

Hierarchy Navigation for NAICS Code 459120-39

Parent Code (less specific)

Tools

Tools commonly used in the Video Games & Equipment-Sales & Rental (Retail) industry for day-to-day tasks and operations.

  • Gaming consoles (e.g. PlayStation, Xbox, Nintendo Switch)
  • Video game controllers
  • Virtual reality headsets
  • Gaming chairs
  • Gaming keyboards
  • Gaming mice
  • Gaming headsets
  • HDMI cables
  • Ethernet cables
  • Power strips

Industry Examples of Video Games & Equipment-Sales & Rental (Retail)

Common products and services typical of NAICS Code 459120-39, illustrating the main business activities and contributions to the market.

  • Video game consoles
  • Video game controllers
  • Virtual reality headsets
  • Gaming chairs
  • Gaming keyboards
  • Gaming mice
  • Gaming headsets
  • HDMI cables
  • Ethernet cables
  • Power strips

Certifications, Compliance and Licenses for NAICS Code 459120-39 - Video Games & Equipment-Sales & Rental (Retail)

The specific certifications, permits, licenses, and regulatory compliance requirements within the United States for this industry.

  • Entertainment Software Rating Board (ESRB) Certification: The ESRB is a self-regulatory organization that assigns age and content ratings to video games. It is required for all video games sold in the US. The ESRB also provides privacy certification for online games.
  • Federal Communications Commission (FCC) Certification: The FCC regulates the radio frequency emissions of electronic devices, including video game consoles. FCC certification is required for all electronic devices sold in the US.
  • Children's Online Privacy Protection Act (COPPA) Compliance: COPPA is a US federal law that regulates the online collection of personal information from children under 13. Video game retailers must comply with COPPA when collecting personal information from children.
  • Occupational Safety and Health Administration (OSHA) Certification: OSHA sets safety standards for workplaces, including retail stores that sell video games. OSHA certification is required for all retail stores in the US.
  • Sales Tax Permit: Video game retailers must obtain a sales tax permit from their state government in order to collect and remit sales tax on their sales. The requirements for obtaining a sales tax permit vary by state.

History

A concise historical narrative of NAICS Code 459120-39 covering global milestones and recent developments within the United States.

  • The "Video Games & Equipment-Sales & Rental (Retail)" industry has a rich history that dates back to the 1970s when the first video game console, Magnavox Odyssey, was released. The industry saw significant growth in the 1980s with the introduction of popular consoles such as Atari 2600 and Nintendo Entertainment System (NES). The 1990s saw the rise of 3D graphics and the introduction of consoles such as Sony PlayStation and Sega Saturn. The 2000s saw the emergence of online gaming and the introduction of consoles such as Microsoft Xbox and Nintendo Wii. In recent years, the industry has seen a shift towards mobile gaming and virtual reality gaming, with the introduction of devices such as Oculus Rift and HTC Vive. In the United States, the "Video Games & Equipment-Sales & Rental (Retail)" industry has seen significant growth in recent years. According to the NPD Group, the industry generated $43.4 billion in revenue in 2018, up from $36.9 billion in 2017. The growth can be attributed to the popularity of consoles such as Sony PlayStation 4 and Microsoft Xbox One, as well as the rise of mobile gaming. The industry has also seen a shift towards digital sales, with more consumers purchasing games online rather than in physical stores. Overall, the industry has come a long way since its inception and continues to evolve with new technologies and trends.

Future Outlook for Video Games & Equipment-Sales & Rental (Retail)

The anticipated future trajectory of the NAICS 459120-39 industry in the USA, offering insights into potential trends, innovations, and challenges expected to shape its landscape.

  • Growth Prediction: Growing

    The future outlook for the Video Games & Equipment-Sales & Rental (Retail) industry in the USA is positive. The industry is expected to continue to grow due to the increasing popularity of video games and the rise of e-sports. The COVID-19 pandemic has also contributed to the growth of the industry as more people are staying at home and turning to video games for entertainment. The industry is expected to continue to innovate and adapt to changing consumer preferences, with a focus on digital distribution and online gaming. However, the industry may face challenges such as competition from other forms of entertainment and concerns over the impact of video games on mental health.

Industry Innovations for NAICS Code 459120-39

Recent groundbreaking advancements and milestones in the Video Games & Equipment-Sales & Rental (Retail) industry, reflecting notable innovations that have reshaped its landscape.

  • Virtual Reality Gaming: Virtual reality technology has been increasingly used in video games, providing players with an immersive gaming experience.
  • Cloud Gaming: Cloud gaming allows players to stream games over the internet, eliminating the need for expensive gaming hardware.
  • Mobile Gaming: Mobile gaming has become increasingly popular, with many video game companies developing mobile versions of their games.
  • E-Sports: E-sports has become a major industry, with professional gamers competing in tournaments for large cash prizes.
  • Cross-Platform Gaming: Cross-platform gaming allows players to play games with others on different platforms, such as Xbox and PlayStation.
  • Subscription Services: Video game subscription services, such as Xbox Game Pass and PlayStation Now, have become increasingly popular, providing players with access to a large library of games for a monthly fee.
  • In-Game Purchases: In-game purchases, such as virtual currency and cosmetic items, have become a major source of revenue for video game companies.
  • Social Gaming: Social gaming allows players to connect with others and play games together, even if they are not in the same location.
  • Augmented Reality Gaming: Augmented reality technology has been used in video games, allowing players to interact with virtual objects in the real world.
  • Gamification: Gamification has been used in various industries, including education and healthcare, to make tasks more engaging and enjoyable.

NAICS Code 459120-39 - Video Games & Equipment-Sales & Rental (Retail)

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