Gaming Console Market - Forecasts from 2018 to 2023
The gaming console market is anticipated to grow a CAGR of 4.11% during the forecast period to reach a total market size of US$49.305 billion by 2023, increasing from US$39.948 billion in 2017. The gaming console market has gone several hardware changes over the past couple of decades. Console manufacturers are introducing new devices so that they are compatible with latest specifications as per the demand of the gamers, while enhancing the gameplay experience. Sony, Nintendo and Microsoft are the major players in the gaming console industry. Introduction of new consoles with wireless connectivity and rising number of gamers will drive the demand for the gaming console market. However, increasing adoption of smartphone sales coupled with introduction of latest gaming applications will inhibit the growing demand for these consoles over the forecast period.
This research study examines the current market trends related to the demand, supply, and sales, in addition to the recent developments. Major drivers, restraints, and opportunities have been covered to provide an exhaustive picture of the market. The analysis presents in-depth information regarding the development, trends, and industry policies and regulations implemented in each of the geographical regions. Further, the overall regulatory framework of the market has been exhaustively covered to offer stakeholders a better understanding of the key factors affecting the overall market environment.
Identification of key industry players in the industry and their revenue contribution to the overall business or relevant segment aligned to the study have been covered as a part of competitive intelligence done through extensive secondary research. Various studies and data published by industry associations, analyst reports, investor presentations, press releases and journals among others have been taken into consideration while conducting the secondary research. Both bottom-up and top-down approaches have been utilized to determine the market size of the overall market and key segments. The values obtained are correlated with the primary inputs of the key stakeholders in the value chain of the gaming console market. The last step involves complete market engineering which includes analyzing the data from different sources and existing proprietary datasets while using various data triangulation methods for market breakdown and forecasting.
Market intelligence is presented in the form of analysis, charts, and graphics to help the clients in gaining faster and efficient understanding of the market.
Major industry players profiled as part of the report are Nintendo, Sony Corporation, Microsoft Corporation, Hyperkin, Inc., and NVIDIA Corporation among others.
Segmentation
The gaming console market has been analyzed through following segments:
This research study examines the current market trends related to the demand, supply, and sales, in addition to the recent developments. Major drivers, restraints, and opportunities have been covered to provide an exhaustive picture of the market. The analysis presents in-depth information regarding the development, trends, and industry policies and regulations implemented in each of the geographical regions. Further, the overall regulatory framework of the market has been exhaustively covered to offer stakeholders a better understanding of the key factors affecting the overall market environment.
Identification of key industry players in the industry and their revenue contribution to the overall business or relevant segment aligned to the study have been covered as a part of competitive intelligence done through extensive secondary research. Various studies and data published by industry associations, analyst reports, investor presentations, press releases and journals among others have been taken into consideration while conducting the secondary research. Both bottom-up and top-down approaches have been utilized to determine the market size of the overall market and key segments. The values obtained are correlated with the primary inputs of the key stakeholders in the value chain of the gaming console market. The last step involves complete market engineering which includes analyzing the data from different sources and existing proprietary datasets while using various data triangulation methods for market breakdown and forecasting.
Market intelligence is presented in the form of analysis, charts, and graphics to help the clients in gaining faster and efficient understanding of the market.
Major industry players profiled as part of the report are Nintendo, Sony Corporation, Microsoft Corporation, Hyperkin, Inc., and NVIDIA Corporation among others.
Segmentation
The gaming console market has been analyzed through following segments:
- By Type
- Home Console
- Handheld Game Console
- By Age Group
- 0-22 Years
- 23-32 Years
- Above 33 Years
- By Product
- PlayStation
- XBox
- Wii
- Others
- By Geography
- North America
- U.S.
- Canada
- Mexico
- Others
- South America
- Brazil
- Argentina
- Others
- Europe
- United Kingdom
- Germany
- France
- Italy
- Others
- Middle East and Africa
- United Arab Emirates
- Israel
- Saudi Arabia
- Others
- Asia Pacific
- China
- Japan
- India
- South Korea
- Australia
- Others
1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Currency
1.5. Assumptions
1.6. Base, and Forecast Years Timeline
2. RESEARCH METHODOLOGY
2.1. Research Design
2.2. Secondary Sources
3. EXECUTIVE SUMMARY
4. MARKET DYNAMICS
4.1. Market Overview and Segmentation
4.2. Drivers
4.3. Restraints
4.4. Opportunities
4.5. Porter’s 5 Forces Analysis
4.5.1. Bargaining Power of Suppliers
4.5.2. Bargaining Power of Buyers
4.5.3. Threat of New Entrants
4.5.4. Threat of Substitutes
4.5.5. Competitive Rivalry in the Industry
4.6. Life Cycle Analysis- Regional Snapshot
4.7. Market Attractiveness
5. GAMING CONSOLE MARKET BY TYPE
5.1. Home Console
5.2. Handheld Game Consoles
6. GAMING CONSOLE MARKET BY AGE GROUP
6.1. 0-22 Years
6.2. 23-32 Years
6.3. Above 33 Years
7. GAMING CONSOLE MARKET BY PRODUCT
7.1. PlayStation
7.2. Xbox
7.3. Wii
7.4. Others
8. GAMING CONSOLE MARKET BY GEOGRAPHY
8.1. North America
8.1.1. U.S.
8.1.2. Canada
8.1.3. Mexico
8.1.4. Others
8.2. South America
8.2.1. Brazil
8.2.2. Argentina
8.2.3. Others
8.3. Europe
8.3.1. United Kingdom
8.3.2. Germany
8.3.3. France
8.3.4. Italy
8.3.5. Others
8.4. Middle East and Africa
8.4.1. United Arab Emirates
8.4.2. Israel
8.4.3. Saudi Arabia
8.5. Asia Pacific
8.5.1. China
8.5.2. Japan
8.5.3. India
8.5.4. South Korea
8.5.5. Australia
8.5.6. Others
9. COMPETITIVE INTELLIGENCE
9.1. Market Share Analysis
9.2. Investment Analysis
9.3. Recent Deals
9.4. Strategies of Key Players
10. COMPANY PROFILES
10.1. Nintendo
10.1.1. Overview
10.1.2. Products and services
10.1.3. Financials
10.1.4. Recent Developments
10.2. Sony Corporation
10.2.1. Overview
10.2.2. Products and services
10.2.3. Financials
10.2.4. Recent Developments
10.3. Microsoft Corporation
10.3.1. Overview
10.3.2. Products and services
10.3.3. Financials
10.3.4. Recent Developments
10.4. Atari, Inc.
10.4.1. Overview
10.4.2. Products and services
10.4.3. Financials
10.4.4. Recent Developments
10.5. Hyperkin, Inc.
10.5.1. Overview
10.5.2. Products and services
10.5.3. Financials
10.5.4. Recent Developments
10.6. NVIDIA Corporation
10.6.1. Overview
10.6.2. Products and services
10.6.3. Financials
10.6.4. Recent Developments
10.7. SEGA of America, Inc.
10.7.1. Overview
10.7.2. Products and services
10.7.3. Financials
10.7.4. Recent Developments
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Currency
1.5. Assumptions
1.6. Base, and Forecast Years Timeline
2. RESEARCH METHODOLOGY
2.1. Research Design
2.2. Secondary Sources
3. EXECUTIVE SUMMARY
4. MARKET DYNAMICS
4.1. Market Overview and Segmentation
4.2. Drivers
4.3. Restraints
4.4. Opportunities
4.5. Porter’s 5 Forces Analysis
4.5.1. Bargaining Power of Suppliers
4.5.2. Bargaining Power of Buyers
4.5.3. Threat of New Entrants
4.5.4. Threat of Substitutes
4.5.5. Competitive Rivalry in the Industry
4.6. Life Cycle Analysis- Regional Snapshot
4.7. Market Attractiveness
5. GAMING CONSOLE MARKET BY TYPE
5.1. Home Console
5.2. Handheld Game Consoles
6. GAMING CONSOLE MARKET BY AGE GROUP
6.1. 0-22 Years
6.2. 23-32 Years
6.3. Above 33 Years
7. GAMING CONSOLE MARKET BY PRODUCT
7.1. PlayStation
7.2. Xbox
7.3. Wii
7.4. Others
8. GAMING CONSOLE MARKET BY GEOGRAPHY
8.1. North America
8.1.1. U.S.
8.1.2. Canada
8.1.3. Mexico
8.1.4. Others
8.2. South America
8.2.1. Brazil
8.2.2. Argentina
8.2.3. Others
8.3. Europe
8.3.1. United Kingdom
8.3.2. Germany
8.3.3. France
8.3.4. Italy
8.3.5. Others
8.4. Middle East and Africa
8.4.1. United Arab Emirates
8.4.2. Israel
8.4.3. Saudi Arabia
8.5. Asia Pacific
8.5.1. China
8.5.2. Japan
8.5.3. India
8.5.4. South Korea
8.5.5. Australia
8.5.6. Others
9. COMPETITIVE INTELLIGENCE
9.1. Market Share Analysis
9.2. Investment Analysis
9.3. Recent Deals
9.4. Strategies of Key Players
10. COMPANY PROFILES
10.1. Nintendo
10.1.1. Overview
10.1.2. Products and services
10.1.3. Financials
10.1.4. Recent Developments
10.2. Sony Corporation
10.2.1. Overview
10.2.2. Products and services
10.2.3. Financials
10.2.4. Recent Developments
10.3. Microsoft Corporation
10.3.1. Overview
10.3.2. Products and services
10.3.3. Financials
10.3.4. Recent Developments
10.4. Atari, Inc.
10.4.1. Overview
10.4.2. Products and services
10.4.3. Financials
10.4.4. Recent Developments
10.5. Hyperkin, Inc.
10.5.1. Overview
10.5.2. Products and services
10.5.3. Financials
10.5.4. Recent Developments
10.6. NVIDIA Corporation
10.6.1. Overview
10.6.2. Products and services
10.6.3. Financials
10.6.4. Recent Developments
10.7. SEGA of America, Inc.
10.7.1. Overview
10.7.2. Products and services
10.7.3. Financials
10.7.4. Recent Developments