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Global Gaming Console Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 10/11/2022
  • NO OF PAGES
  • 208
  • CATEGORY
  • Information Technology
The Gaming Console market report is a perfect foundation for people looking out for a comprehensive study and analysis of the Gaming Console market. On the basis of historic growth analysis and current scenario of Gaming Console market place, the report intends to offer actionable insights and outlook on global / regional market growth projections. Authenticated data presented in report is based on findings of extensive primary and secondary research. Insights drawn from data serve as excellent tool that facilitate deeper understanding of multiple aspects of global Gaming Console market. These further helps users with their developmental strategy.

This report examines all the key factors influencing growth of global Gaming Console market, including demand-supply scenario, pricing structure, profit margins, production and value chain / ecosystem analysis. Regional assessment of global Gaming Console market unlocks a plethora of untapped opportunities in regional and domestic market places. Detailed company profiling enables users to evaluate company shares analysis, emerging product lines, scope of NPD in new markets, pricing strategies, innovation possibilities and much more.



Global Gaming Console Market: Major Players
Microsoft Corporation
Atari, Inc.
Mad Catz
SEGA of America, Inc
Electronic Arts
Hyperkin, Inc.
Nintendo
NVIDIA Corporation
Sony Corporation
Kaneva
Activision Publishing

Global Gaming Console Market: By Types
TV Gaming Consoles
PC Gaming Consoles
Handheld Gaming Consoles
Others

Global Gaming Console Market: By Applications
Individual Use
Commercial Use



Global Gaming Console Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global Gaming Console market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.

Global Gaming Console Market: Market Size Estimation
Both the top-down and bottom-up approaches were used to estimate and validate the size of the market and to estimate the size of various other dependent sub-markets of various marketspaces. The key players in the markets are identified through secondary research, and their market contributions in different applications across regions and globally were determined through primary and secondary research. This entire process included the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. All the possible parameters that affect the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analysed to arrive at the final quantitative and qualitative data. This data has been consolidated, and detailed inputs and analysis from Analytics Market Research added before being presented in this report.

Frequently Asked Questions
• What is the market size and growth projections?
• What is the market size and growth projection for each of the market segments and sub-segments across Countries & Regions?
• What are the top performing segments, and countries / regions of each of the markets?
• What is the market size and growth rate across key countries / regions?
• How big is the global & regional market in terms of revenue and volume?
• How far market will grow in forecast period in terms of revenue and volume?
• What factors will influence demand and supply trends across each markets during the forecast period?
• What are the technology trends shaping various markets?
• Which country / region has more opportunities?
• What is the COVID-19 impact on the market and how long will it take to recover?
• Who are the key competitors of market Players?
• What are the market share (%) of Key Players?
• What are the Merger & Acquisition, New Product Launch, Recent Development within each of the Markets?
• What are PEST analysis, Ecosystem Analysis, Porter's Five Forecast Analysis, Ansoff Matrix, and SWOT Analysis among other analyses for diverse markets?
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035


1 Gaming Console Introduction and Market Overview
1.1 Objectives of the Study
1.2 Overview of Gaming Console
1.3 Gaming Console Market Scope and Market Size Estimation
1.3.1 Market Concentration Ratio and Market Maturity Analysis
1.3.2 Global Gaming Console Revenue and Growth Rate from 2016-2030
1.4 Market Segmentation
1.4.1 Types of Gaming Console
1.4.2 Applications of Gaming Console
1.4.3 Research Regions
1.5 Market Dynamics
1.5.1 Gaming Console Industry Trends
1.5.2 Gaming Console Drivers
1.5.3 Gaming Console Market Challenges
1.5.4 Gaming Console Market Restraints
1.6 Industry News and Policies by Regions
1.6.1 Industry News
1.6.2 Industry Policies
1.7 Mergers & Acquisitions, Expansion Plans
1.8 Gaming Console Industry Development Trends under COVID-19 Outbreak
1.8.1 Global COVID-19 Status Overview
1.8.2 Influence of COVID-19 Outbreak on Gaming Console Industry Development

2 Industry Chain Analysis
2.1 Upstream Raw Material Supply and Demand Analysis
2.1.1 Global Gaming Console Major Upstream Raw Material and Suppliers
2.1.2 Raw Material Source Analysis
2.2 Major Players of Gaming Console
2.2.1 Major Players Manufacturing Base of Gaming Console in 2020
2.2.2 Major Players Market Distribution in 2020
2.3 Gaming Console Manufacturing Cost Structure Analysis
2.3.1 Production Process Analysis
2.3.2 Manufacturing Cost Structure of Gaming Console
2.3.3 Labor Cost of Gaming Console
2.4 Market Channel Analysis of Gaming Console
2.5 Major Down Stream Customers by Application

3 Global Gaming Console Market, by Type
3.1 Global Gaming Console Revenue and Market Share by Type (2016-2021)
3.2 Global Gaming Console Production and Market Share by Type (2016-2021)
3.3 Global Gaming Console Revenue and Growth Rate by Type (2016-2021)
3.3.1 Global Gaming Console Revenue and Growth Rate of TV Gaming Consoles
3.3.2 Global Gaming Console Revenue and Growth Rate of PC Gaming Consoles
3.3.3 Global Gaming Console Revenue and Growth Rate of Handheld Gaming Consoles
3.3.4 Global Gaming Console Revenue and Growth Rate of Others
3.4 Global Gaming Console Price Analysis by Type (2016-2021)
3.4.1 Explanation of Different Type Product Price Trends

4 Gaming Console Market, by Application
4.1 Downstream Market Overview
4.2 Global Gaming Console Consumption and Market Share by Application (2016-2021)
4.3 Global Gaming Console Consumption and Growth Rate by Application (2016-2021)
4.3.1 Global Gaming Console Consumption and Growth Rate of Individual Use (2016-2021)
4.3.2 Global Gaming Console Consumption and Growth Rate of Commercial Use (2016-2021)

5 Global Gaming Console Consumption, Revenue ($) by Region (2016-2021)
5.1 Global Gaming Console Revenue and Market Share by Region (2016-2021)
5.2 Global Gaming Console Consumption and Market Share by Region (2016-2021)
5.3 Global Gaming Console Consumption, Revenue, Price and Gross Margin (2016-2021)
5.4 North America Gaming Console Consumption, Revenue, Price and Gross Margin (2016-2021)
5.4.1 North America Gaming Console Market Under COVID-19
5.4.2 North America Gaming Console SWOT Analysis
5.5 Europe Gaming Console Consumption, Revenue, Price and Gross Margin (2016-2021)
5.5.1 Europe Gaming Console Market Under COVID-19
5.5.2 Europe Gaming Console SWOT Analysis
5.6 China Gaming Console Consumption, Revenue, Price and Gross Margin (2016-2021)
5.6.1 China Gaming Console Market Under COVID-19
5.6.2 China Gaming Console SWOT Analysis
5.7 Japan Gaming Console Consumption, Revenue, Price and Gross Margin (2016-2021)
5.7.1 Japan Gaming Console Market Under COVID-19
5.7.2 Japan Gaming Console SWOT Analysis
5.8 Middle East and Africa Gaming Console Consumption, Revenue, Price and Gross Margin (2016-2021)
5.8.1 Middle East and Africa Gaming Console Market Under COVID-19
5.8.2 Middle East and Africa Gaming Console SWOT Analysis
5.9 India Gaming Console Consumption, Revenue, Price and Gross Margin (2016-2021)
5.9.1 India Gaming Console Market Under COVID-19
5.9.2 India Gaming Console SWOT Analysis
5.10 South America Gaming Console Consumption, Revenue, Price and Gross Margin (2016-2021)
5.10.1 South America Gaming Console Market Under COVID-19
5.10.2 South America Gaming Console SWOT Analysis
5.11 South Korea Gaming Console Consumption, Revenue, Price and Gross Margin (2016-2021)
5.11.1 South Korea Gaming Console Market Under COVID-19
5.11.2 South Korea Gaming Console SWOT Analysis
5.12 Southeast Asia Gaming Console Consumption, Revenue, Price and Gross Margin (2016-2021)
5.12.1 Southeast Asia Gaming Console Market Under COVID-19
5.12.2 Southeast Asia Gaming Console SWOT Analysis

6 Global Gaming Console Production by Top Regions (2016-2021)
6.1 Global Gaming Console Production by Top Regions (2016-2021)
6.2 North America Gaming Console Production and Growth Rate
6.3 Europe Gaming Console Production and Growth Rate
6.4 China Gaming Console Production and Growth Rate
6.5 Japan Gaming Console Production and Growth Rate
6.6 India Gaming Console Production and Growth Rate

7 Global Gaming Console Consumption by Regions (2016-2021)
7.1 Global Gaming Console Consumption by Regions (2016-2021)
7.2 North America Gaming Console Consumption and Growth Rate
7.3 Europe Gaming Console Consumption and Growth Rate
7.4 China Gaming Console Consumption and Growth Rate
7.5 Japan Gaming Console Consumption and Growth Rate
7.6 Middle East & Africa Gaming Console Consumption and Growth Rate
7.7 India Gaming Console Consumption and Growth Rate
7.8 South America Gaming Console Consumption and Growth Rate
7.9 South Korea Gaming Console Consumption and Growth Rate
7.10 Southeast Asia Gaming Console Consumption and Growth Rate

8 Competitive Landscape
8.1 Competitive Profile
8.2 Microsoft Corporation Market Performance Analysis
8.2.1 Company Profiles
8.2.2 Gaming Console Product Profiles, Application and Specification
8.2.3 Microsoft Corporation Sales, Revenue, Price, Gross Margin 2016-2021
8.2.4 Company Recent Development
8.2.5 Strategies for Company to Deal with the Impact of COVID-19
8.3 Atari, Inc. Market Performance Analysis
8.3.1 Company Profiles
8.3.2 Gaming Console Product Profiles, Application and Specification
8.3.3 Atari, Inc. Sales, Revenue, Price, Gross Margin 2016-2021
8.3.4 Company Recent Development
8.3.5 Strategies for Company to Deal with the Impact of COVID-19
8.4 Mad Catz Market Performance Analysis
8.4.1 Company Profiles
8.4.2 Gaming Console Product Profiles, Application and Specification
8.4.3 Mad Catz Sales, Revenue, Price, Gross Margin 2016-2021
8.4.4 Company Recent Development
8.4.5 Strategies for Company to Deal with the Impact of COVID-19
8.5 SEGA of America, Inc Market Performance Analysis
8.5.1 Company Profiles
8.5.2 Gaming Console Product Profiles, Application and Specification
8.5.3 SEGA of America, Inc Sales, Revenue, Price, Gross Margin 2016-2021
8.5.4 Company Recent Development
8.5.5 Strategies for Company to Deal with the Impact of COVID-19
8.6 Electronic Arts Market Performance Analysis
8.6.1 Company Profiles
8.6.2 Gaming Console Product Profiles, Application and Specification
8.6.3 Electronic Arts Sales, Revenue, Price, Gross Margin 2016-2021
8.6.4 Company Recent Development
8.6.5 Strategies for Company to Deal with the Impact of COVID-19
8.7 Hyperkin, Inc. Market Performance Analysis
8.7.1 Company Profiles
8.7.2 Gaming Console Product Profiles, Application and Specification
8.7.3 Hyperkin, Inc. Sales, Revenue, Price, Gross Margin 2016-2021
8.7.4 Company Recent Development
8.7.5 Strategies for Company to Deal with the Impact of COVID-19
8.8 Nintendo Market Performance Analysis
8.8.1 Company Profiles
8.8.2 Gaming Console Product Profiles, Application and Specification
8.8.3 Nintendo Sales, Revenue, Price, Gross Margin 2016-2021
8.8.4 Company Recent Development
8.8.5 Strategies for Company to Deal with the Impact of COVID-19
8.9 NVIDIA Corporation Market Performance Analysis
8.9.1 Company Profiles
8.9.2 Gaming Console Product Profiles, Application and Specification
8.9.3 NVIDIA Corporation Sales, Revenue, Price, Gross Margin 2016-2021
8.9.4 Company Recent Development
8.9.5 Strategies for Company to Deal with the Impact of COVID-19
8.10 Sony Corporation Market Performance Analysis
8.10.1 Company Profiles
8.10.2 Gaming Console Product Profiles, Application and Specification
8.10.3 Sony Corporation Sales, Revenue, Price, Gross Margin 2016-2021
8.10.4 Company Recent Development
8.10.5 Strategies for Company to Deal with the Impact of COVID-19
8.11 Kaneva Market Performance Analysis
8.11.1 Company Profiles
8.11.2 Gaming Console Product Profiles, Application and Specification
8.11.3 Kaneva Sales, Revenue, Price, Gross Margin 2016-2021
8.11.4 Company Recent Development
8.11.5 Strategies for Company to Deal with the Impact of COVID-19
8.12 Activision Publishing Market Performance Analysis
8.12.1 Company Profiles
8.12.2 Gaming Console Product Profiles, Application and Specification
8.12.3 Activision Publishing Sales, Revenue, Price, Gross Margin 2016-2021
8.12.4 Company Recent Development
8.12.5 Strategies for Company to Deal with the Impact of COVID-19

9 Global Gaming Console Market Analysis and Forecast by Type and Application
9.1 Global Gaming Console Market Revenue & Volume Forecast, by Type (2021-2026)
9.1.1 TV Gaming Consoles Market Revenue and Volume Forecast (2021-2026)
9.1.2 PC Gaming Consoles Market Revenue and Volume Forecast (2021-2026)
9.1.3 Handheld Gaming Consoles Market Revenue and Volume Forecast (2021-2026)
9.1.4 Others Market Revenue and Volume Forecast (2021-2026)
9.2 Global Gaming Console Market Revenue & Volume Forecast, by Application (2021-2026)
9.2.1 Individual Use Market Revenue and Volume Forecast (2021-2026)
9.2.2 Commercial Use Market Revenue and Volume Forecast (2021-2026)

10 Gaming Console Market Supply and Demand Forecast by Region
10.1 North America Market Supply and Demand Forecast (2021-2026)
10.2 Europe Market Supply and Demand Forecast (2021-2026)
10.3 China Market Supply and Demand Forecast (2021-2026)
10.4 Japan Market Supply and Demand Forecast (2021-2026)
10.5 Middle East and Africa Market Supply and Demand Forecast (2021-2026)
10.6 India Market Supply and Demand Forecast (2021-2026)
10.7 South America Market Supply and Demand Forecast (2021-2026)
10.8 South Korea Market Supply and Demand Forecast (2021-2026)
10.9 Southeast Asia Market Supply and Demand Forecast (2021-2026)
10.10 Explanation of Market Size Trends by Region
10.11 Gaming Console Market Trends Analysis

11 New Project Feasibility Analysis
11.1 Industry Barriers and New Entrants SWOT Analysis
11.2 Analysis and Suggestions on New Project Investment

12 Expert Interview Record
13 Research Finding and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Data Source
 

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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

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Market Estimates and Forecast

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Case Study- ICT Sector

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Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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