Published :
Tables : 40
Figures : 40
Category : Information & Communications Technology
No. of Pages : 150
Report Code : ICT1057
Gaming Consoles Market Introduction Global Gaming consoles market is projected to value over USD 38 billion by 2027 end and register a CAGR of over 4% from the forecast period 2020-2027. Increasing demand for multi-functional gaming console alongside the availability of high-end sound systems is driving the growth of the global market. Multi-functional consoles allow users to download videos, listen to the video and watch movies. Owing to these features, there has been a spike in demand for the gaming console. The global gaming consoles market is bifurcated into type, age group, product, and region. Based on type, the market consists of a home console and handheld game console. The home console is holding a vast share of the market. Product developments, enhancements and latest software patches of multiple home console have enabled multiple gamers users to shift their preference to home consoles, thus propelling the market. Besides, home consoles offer benefits such as multiplayer and cloud support. Home Consoles compatibility with 4K TVs and AR and VR technologies is further expanding the market size. In terms of age group, 0-22 years are expected to be the front runner of the market. The average age of a gamer of the span from 18 to 22 years. Rise in average spending of gamers alongside prominent players targeting the younger generation is driving the segment. Based on the product, PlayStation is expected to dominate the growth of the market. PlayStation constant’s amendments alongside the presence of features such as live streaming, downloading videos and cloud support are further generating demand for them, which is stimulating the market. The feature of transferring data to external hard disk and compatibility with devices consisting of HDMI port is also positively influencing the market. In terms of region, North America dictates the growth of the market. Higher disposable income alongside the presence of better connectivity is boosting the presence of the market in the region. The presence of prominent players in the region is also complementing the growth of the market. Asia-Pacific region is also expected to show significant growth owing to aggressive marketing strategies by prominent players to penetrate the products in the region. The increasing number of gamers in emerging economies like India, China, Australia, and Japan is expanding the market in the region. Prominent players of the market are Nvidia Corp, Nintendo Co. Ltd., Microsoft Corp., Ouya Inc., Sony Computers Entertainment Inc, and Mad Catz. Competitive Landscape: Sony Corporation in 2019, announced its collaboration with Microsoft Corp for new innovations and improve customer experiences Sony Interactive Entertainment acquired Audiokinetic in 2019. The acquisition will help in enhancing the PlayStation FutureWise Key Takeaways: Sony is launching PlayStation 5 with bigger storage and backward compatibility in 2020. The product launch will definitely boost the sales of home consoles and PlayStation Nintendo's Wii U allows users to post pictures, browse the internet and control the device as a handheld device, thus promoting the Wii which would help expand the market size Gaming Consoles Market Segmentation: By Type Handheld game console Home console By Age Group 0-22 Years 23-32 Years Above 33 Years By Product PlayStation· Xbox Google Stadia Others Wii By Region North America Europe Asia Pacific Latin America Rest of the World Objectives of the Study: To provide with an exhaustive analysis on the gaming consoles market by type, by age group, by product, and by region To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints) To evaluate and forecast micro-markets and the overall market To predict the market size, in key regions (along with countries)—North America, Europe, Asia Pacific, Latin America and Rest of the World To record evaluate and competitive landscape mapping- product launches, technological advancements, mergers and expansions Profiling of companies to evaluate their market shares, strategies, financial and core competencies
Global Gaming consoles market is projected to value over USD 38 billion by 2027 end and register a CAGR of over 4% from the forecast period 2020-2027. Increasing demand for multi-functional gaming console alongside the availability of high-end sound systems is driving the growth of the global market. Multi-functional consoles allow users to download videos, listen to the video and watch movies. Owing to these features, there has been a spike in demand for the gaming console. The global gaming consoles market is bifurcated into type, age group, product, and region. Based on type, the market consists of a home console and handheld game console. The home console is holding a vast share of the market. Product developments, enhancements and latest software patches of multiple home console have enabled multiple gamers users to shift their preference to home consoles, thus propelling the market. Besides, home consoles offer benefits such as multiplayer and cloud support. Home Consoles compatibility with 4K TVs and AR and VR technologies is further expanding the market size.
In terms of age group, 0-22 years are expected to be the front runner of the market. The average age of a gamer of the span from 18 to 22 years. Rise in average spending of gamers alongside prominent players targeting the younger generation is driving the segment. Based on the product, PlayStation is expected to dominate the growth of the market. PlayStation constant’s amendments alongside the presence of features such as live streaming, downloading videos and cloud support are further generating demand for them, which is stimulating the market. The feature of transferring data to external hard disk and compatibility with devices consisting of HDMI port is also positively influencing the market.
In terms of region, North America dictates the growth of the market. Higher disposable income alongside the presence of better connectivity is boosting the presence of the market in the region. The presence of prominent players in the region is also complementing the growth of the market. Asia-Pacific region is also expected to show significant growth owing to aggressive marketing strategies by prominent players to penetrate the products in the region. The increasing number of gamers in emerging economies like India, China, Australia, and Japan is expanding the market in the region.
Prominent players of the market are Nvidia Corp, Nintendo Co. Ltd., Microsoft Corp., Ouya Inc., Sony Computers Entertainment Inc, and Mad Catz. Competitive Landscape:
FutureWise Key Takeaways:
Gaming Consoles Market Segmentation: By Type
By Age Group
By Product
By Region
Objectives of the Study:
1. Market Introduction 1 Introduction 1.1 Objectives of the Study 1.2 Market Definition 1.3 Market Scope 1.3.1 Years Considered for the Study 1.3.2 Market Covered 1.4 Currency 1.5 Limitations 1.6 Stakeholders 2. Research Methodology 2.1 Research Data 2.1.1 Secondary Data 2.1.1.1 Key Data From Secondary Sources 2.1.2 Primary Data 2.1.2.1 Key Data From Primary Sources 2.2 Market Size Estimation 2.3 Market Breakdown and Data Triangulation 2.4 Assumptions for the Study 3. Executive Summary 3.1 Market Outlook 3.2 Segment Outlook 3.3 Competitive Insights 4. Global Gaming Consoles Market Variables, Trends & Scope 4.1. Market Lineage Outlook 4.2. Penetration and Growth Prospect Mapping 4.3. Industry Value Chain Analysis 4.4. Cost Analysis Breakdown 4.5. Technology Overview 4.6. Regulatory Framework 4.6.1. Reimbursement Framework 4.6.2. Standards And Compliances 5. Market Overview 5.1. Market Dynamics 5.1.1. Market Driver Analysis 5.1.1.1. Increasing focus of Video Game Console Designers on Brand Protection 5.1.1.2. Positive Impact on the Industry with the COVID-19 Outbreak 5.1.1.3. Rising Importance of E-Sports Across the World 5.1.1.4. The Effect of In-Game Purchasing on the Market 5.1.1.5. The Emergence of Cloud-Based Gaming 5.1.1.6. Untapped Opportunities in Emerging Regions 5.1.2. Market Restraint Analysis 5.1.2.1. High Cost Associated With the Regularization of 4K Consoles 5.1.2.2. Exclusion of E-Sports from Major Sporting Events Like the Olympics 5.1.3. Industry Challenges 5.1.3.1. Presence of Ambiguous Regulatory Framework 6. Global Gaming Consoles Market Analysis Tools 6.1. Industry Analysis - Porter’s 6.1.1. Supplier Power 6.1.2. Buyer Power 6.1.3. Substitution Threat 6.1.4. Threat from New Entrants 6.1.5. Competitive Rivalry 6.2. Pestel Analysis 6.2.1. Political Landscape 6.2.2. Environmental Landscape 6.2.3. Social Landscape 6.2.4. Technology Landscape 6.2.5. Legal Landscape 6.3. Major Deals And Strategic Alliances Analysis 6.3.1. Joint Ventures 6.3.2. Mergers and Acquisitions 6.3.3. Licensing and Partnership 6.3.4. Technology Collaborations 6.3.5. Strategic Divestments 6.4. Market Entry Strategies 6.5. Case Studies 7. Global Gaming Consoles Market , By Console Type Historical Analysis and Forecast 2020-2027 (USD Million) 7.1. Handheld Console 7.2. Home Console 8. Global Gaming Consoles Market , By Age Group Historical Analysis and Forecast 2020-2027 (USD Million) 8.1. 0-22 Years 8.2. 23-32 Years 8.3. Above 33 Years 9. Global Gaming Consoles Market , By Product Historical Analysis and Forecast 2020-2027 (USD Million) 9.1. PlayStation 9.2. Xbox 9.3. Nintendo Wii 9.4. Google Stadia 9.5. Others 10. North America Gaming Consoles Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million) 10.1. Introduction 10.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019 10.2.1. U.S.A 10.2.2. Canada 10.2.3. Mexico 10.3. Market Size (USD Million) Forecast for North America 2020-2027 11. Latin America Gaming Consoles Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million) 11.1. Introduction 11.2. Regional Market Trends 11.3. Historical Market Size (USD Million) Analysis By Country, 2015-2019 11.3.1. Brazil 11.3.2. Venezuela 11.3.3. Argentina 11.3.4. Rest of Latin America 11.4. Market Size (USD Million) Forecast for Latin America 2020-2027 12. Europe Gaming Consoles Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million) 12.1. Introduction 12.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019 12.2.1. Germany 12.2.2. U.K 12.2.3. France 12.2.4. Italy 12.2.5. Spain 12.2.6. Russia 12.2.7. Poland 12.2.8. Switzerland 12.2.9.Rest of Western Europe 12.3. Market Size (USD Million) Forecast for Europe 020-2027 13. Asia Pacific Gaming Consoles Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million) 13.1. Introduction 13.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019 13.2.1. Japan 13.2.2. China 13.2.3. Singapore 13.2.4. India 13.2.5. Australia and New Zealand 13.2.6. ASEAN 13.2.7. South Korea 13.2.8. Rest of Asia Pacific 13.3. Market Size (USD Million) Forecast for Asia Pacific 2020-2027 14. Middle East and Africa Gaming Consoles Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million) 14.1. Introduction 14.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019 14.2.1. Saudi Arabia 14.2.2. UAE 14.2.3. South Africa 14.2.4. Egypt 14.3. Market Size (USD Million) Forecast for MEA 2020-2027 15. Company Profiles (Competition Dashboard, Competitors Deep Dive, Product Type and Technology Portfolio, Financial Layouts) 15.1 SONY ENTERTAINMENT INC. 15.1.1. Company Overview 15.1.2. Product Portfolio 15.1.3. SWOT Analysis 15.1.4. Financial Overview 15.1.5. Strategic Overview 15.2 NINTENDO CORP. 15.2.1. Company Overview 15.2.2. Product Portfolio 15.2.3. SWOT Analysis 15.2.4. Financial Overview 15.2.5. Strategic Overview 15.3. MICROSOFT CORP. 15.3.1. Company Overview 15.3.2. Product Portfolio 15.3.3. SWOT Analysis 15.3.4. Financial Overview 15.3.5. Strategic Overview 15.4 NVIDIA CORP. 15.4.1. Company Overview 15.4.2. Product Portfolio 15.4.3. SWOT Analysis 15.4.4. Financial Overview 15.4.5. Strategic Overview 15.5 OUYA INC. 15.5.1. Company Overview 15.5.2. Product Portfolio 15.5.3. SWOT Analysis 15.5.4. Financial Overview 15.5.5. Strategic Overview 15.6 Hyperkin 15.6.1. Company Overview 15.6.2. Product Portfolio 15.6.3. SWOT Analysis 15.6.4. Financial Overview 15.6.5. Strategic Overview 16. FutureWise SME key takeaway points for Client
1. Market Introduction
1 Introduction
1.1 Objectives of the Study
1.2 Market Definition
1.3 Market Scope
1.3.1 Years Considered for the Study
1.3.2 Market Covered
1.4 Currency
1.5 Limitations
1.6 Stakeholders
2. Research Methodology
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 Key Data From Secondary Sources
2.1.2 Primary Data
2.1.2.1 Key Data From Primary Sources
2.2 Market Size Estimation
2.3 Market Breakdown and Data Triangulation
2.4 Assumptions for the Study
3. Executive Summary
3.1 Market Outlook
3.2 Segment Outlook
3.3 Competitive Insights
4. Global Gaming Consoles Market Variables, Trends & Scope
4.1. Market Lineage Outlook
4.2. Penetration and Growth Prospect Mapping
4.3. Industry Value Chain Analysis
4.4. Cost Analysis Breakdown
4.5. Technology Overview
4.6. Regulatory Framework 4.6.1. Reimbursement Framework 4.6.2. Standards And Compliances
5. Market Overview
5.1. Market Dynamics 5.1.1. Market Driver Analysis 5.1.1.1. Increasing focus of Video Game Console Designers on Brand Protection
5.1.1.2. Positive Impact on the Industry with the COVID-19 Outbreak
5.1.1.3. Rising Importance of E-Sports Across the World
5.1.1.4. The Effect of In-Game Purchasing on the Market
5.1.1.5. The Emergence of Cloud-Based Gaming 5.1.1.6. Untapped Opportunities in Emerging Regions 5.1.2. Market Restraint Analysis 5.1.2.1. High Cost Associated With the Regularization of 4K Consoles
5.1.2.2. Exclusion of E-Sports from Major Sporting Events Like the Olympics 5.1.3. Industry Challenges 5.1.3.1. Presence of Ambiguous Regulatory Framework
6. Global Gaming Consoles Market Analysis Tools 6.1. Industry Analysis - Porter’s 6.1.1. Supplier Power 6.1.2. Buyer Power 6.1.3. Substitution Threat 6.1.4. Threat from New Entrants 6.1.5. Competitive Rivalry 6.2. Pestel Analysis 6.2.1. Political Landscape 6.2.2. Environmental Landscape 6.2.3. Social Landscape 6.2.4. Technology Landscape 6.2.5. Legal Landscape 6.3. Major Deals And Strategic Alliances Analysis 6.3.1. Joint Ventures 6.3.2. Mergers and Acquisitions 6.3.3. Licensing and Partnership 6.3.4. Technology Collaborations 6.3.5. Strategic Divestments 6.4. Market Entry Strategies 6.5. Case Studies
7. Global Gaming Consoles Market , By Console Type Historical Analysis and Forecast 2020-2027 (USD Million)
7.1. Handheld Console
7.2. Home Console
8. Global Gaming Consoles Market , By Age Group Historical Analysis and Forecast 2020-2027 (USD Million)
8.1. 0-22 Years
8.2. 23-32 Years
8.3. Above 33 Years
9. Global Gaming Consoles Market , By Product Historical Analysis and Forecast 2020-2027 (USD Million)
9.1. PlayStation
9.2. Xbox
9.3. Nintendo Wii
9.4. Google Stadia
9.5. Others
10. North America Gaming Consoles Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million)
10.1. Introduction
10.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019
10.2.1. U.S.A
10.2.2. Canada
10.2.3. Mexico
10.3. Market Size (USD Million) Forecast for North America 2020-2027
11. Latin America Gaming Consoles Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million)
11.1. Introduction
11.2. Regional Market Trends
11.3. Historical Market Size (USD Million) Analysis By Country, 2015-2019
11.3.1. Brazil
11.3.2. Venezuela
11.3.3. Argentina
11.3.4. Rest of Latin America
11.4. Market Size (USD Million) Forecast for Latin America 2020-2027
12. Europe Gaming Consoles Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million)
12.1. Introduction
12.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019
12.2.1. Germany
12.2.2. U.K
12.2.3. France
12.2.4. Italy
12.2.5. Spain
12.2.6. Russia
12.2.7. Poland
12.2.8. Switzerland
12.2.9.Rest of Western Europe
12.3. Market Size (USD Million) Forecast for Europe 020-2027
13. Asia Pacific Gaming Consoles Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million)
13.1. Introduction
13.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019
13.2.1. Japan
13.2.2. China
13.2.3. Singapore
13.2.4. India
13.2.5. Australia and New Zealand
13.2.6. ASEAN
13.2.7. South Korea
13.2.8. Rest of Asia Pacific
13.3. Market Size (USD Million) Forecast for Asia Pacific 2020-2027
14. Middle East and Africa Gaming Consoles Market Analysis 2015–2019 and Forecast 2020–2027 (USD Million)
14.1. Introduction
14.2. Historical Market Size (USD Million) Analysis By Country, 2015-2019
14.2.1. Saudi Arabia
14.2.2. UAE
14.2.3. South Africa
14.2.4. Egypt
14.3. Market Size (USD Million) Forecast for MEA 2020-2027
15. Company Profiles (Competition Dashboard, Competitors Deep Dive, Product Type and Technology Portfolio, Financial Layouts)
15.1 SONY ENTERTAINMENT INC.
15.1.1. Company Overview
15.1.2. Product Portfolio
15.1.3. SWOT Analysis
15.1.4. Financial Overview
15.1.5. Strategic Overview
15.2 NINTENDO CORP.
15.2.1. Company Overview
15.2.2. Product Portfolio
15.2.3. SWOT Analysis
15.2.4. Financial Overview
15.2.5. Strategic Overview
15.3. MICROSOFT CORP.
15.3.1. Company Overview
15.3.2. Product Portfolio
15.3.3. SWOT Analysis
15.3.4. Financial Overview
15.3.5. Strategic Overview
15.4 NVIDIA CORP.
15.4.1. Company Overview
15.4.2. Product Portfolio
15.4.3. SWOT Analysis
15.4.4. Financial Overview
15.4.5. Strategic Overview
15.5 OUYA INC.
15.5.1. Company Overview
15.5.2. Product Portfolio
15.5.3. SWOT Analysis
15.5.4. Financial Overview
15.5.5. Strategic Overview
15.6 Hyperkin
15.6.1. Company Overview
15.6.2. Product Portfolio
15.6.3. SWOT Analysis
15.6.4. Financial Overview
15.6.5. Strategic Overview
16. FutureWise SME key takeaway points for Client
UK : +44 141 628 9353 US : +1 347 709 4931
OR
Excel Dataset
Infographics
PDF Report
Market Overview
PowerPoint Presentation
Consumer Perception and Procurement
Competitive Analysis
What’s Next
Market Data Forecast
Risks and Opportunity Assessment
Market Trends and Dynamics