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Global Portable Gaming Console Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 01, 2026
Length 216 Pages
SKU # APRC20804534

Description

The global Portable Gaming Console market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

Portable Gaming Console's global sales reached XX (k units) with a value of US$ XX Million, marking an change of XX% compared to the previous year. This performance has positioned Mad Catz as the global sales leader, a title it has maintained for several consecutive years. Notably, Mad Catz's performance in primary markets is also remarkable. In the Chinese market, sales were XX (k units), a change of XX% from the previous year. In Europe, sales were XX (k units), showing a year-on-year of XX%. In the US, sales were XX (k units), a year-on-year change of XX%.

The major global manufacturers in the Portable Gaming Console market include Mad Catz, Microsoft, Nintendo, Sony, Apple, Logitech, Oculus VR, Electronic Arts and Activision Publishing, etc. In 2025, the top three vendors accounted for approximately % of the revenue.

In terms of production side, this report researches the Portable Gaming Console production, growth rate, market share by manufacturers and by region (region level and country level), from 2021 to 2026, and forecast to 2032.

In terms of consumption side, this report focuses on the sales of Portable Gaming Console by region (region level and country level), by Company, by Type and by Application. from 2021 to 2026 and forecast to 2032.

This report presents an overview of global market for Portable Gaming Console, capacity, output, revenue and price. Analyses of the global market trends, with historic market revenue or sales data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of Portable Gaming Console, also provides the consumption of main regions and countries. Of the upcoming market potential for Portable Gaming Console, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Portable Gaming Console sales, revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global Portable Gaming Console market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, sales, revenue, and price, from 2021 to 2032. Evaluation and forecast the market size for Portable Gaming Console sales, projected growth trends, production technology, application and eend-user industry.


Portable Gaming Console Segment by Company

Mad Catz
Microsoft
Nintendo
Sony
Apple
Logitech
Oculus VR
Electronic Arts
Activision Publishing
Avatar Reality
Kaneva
OUYA
Tommo
Others

Portable Gaming Console Segment by Type

Single Function Gaming Console
Multifunction Gaming Console

Portable Gaming Console Segment by Application

Children
Adults

Portable Gaming Console Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving, production, value, consumption, growth rate (CAGR), market share, historical and forecast.
2. To present the key manufacturers, capacity, production, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Portable Gaming Console market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Portable Gaming Console and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Portable Gaming Console.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type and by application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Portable Gaming Console production/output of global and key producers (regions/countries). It provides a quantitative analysis of the production, and development potential of each producer in the next six years.
Chapter 4: Sales (consumption), revenue of Portable Gaming Console in global, regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 5: Detailed analysis of Portable Gaming Console manufacturers competitive landscape, price, sales, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 6: Provides the analysis of various market segments by type, covering the sales, revenue, average price, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 7: Provides the analysis of various market segments by application, covering the sales, revenue, average price, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 8: Provides profiles of key manufacturers, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Portable Gaming Console sales, revenue, price, gross margin, and recent development, etc.
Chapter 9: North America by type, by application and by country, sales, and revenue for each segment.
Chapter 10: Europe by type, by application and by country, sales, and revenue for each segment.
Chapter 11: China by type, by application, sales, and revenue for each segment.
Chapter 12: Asia (Excluding China) by type, by application and by region, sales, and revenue for each segment.
Chapter 13: South America, Middle East and Africa by type, by application and by country, sales, and revenue for each segment.
Chapter 14: Analysis of industrial chain, sales channel, key raw materials, distributors and customers.
Chapter 15: The main concluding insights of the report.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.

Table of Contents

216 Pages
1 Market Overview
1.1 Product Definition
1.2 Portable Gaming Console Market by Type
1.2.1 Global Portable Gaming Console Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 Single Function Gaming Console
1.2.3 Multifunction Gaming Console
1.3 Portable Gaming Console Market by Application
1.3.1 Global Portable Gaming Console Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Children
1.3.3 Adults
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 Portable Gaming Console Market Dynamics
2.1 Portable Gaming Console Industry Trends
2.2 Portable Gaming Console Industry Drivers
2.3 Portable Gaming Console Industry Opportunities and Challenges
2.4 Portable Gaming Console Industry Restraints
3 Global Portable Gaming Console Production Overview
3.1 Global Portable Gaming Console Production Capacity (2021-2032)
3.2 Global Portable Gaming Console Production by Region: 2021 VS 2025 VS 2032
3.3 Global Portable Gaming Console Production by Region
3.3.1 Global Portable Gaming Console Production by Region (2021-2026)
3.3.2 Global Portable Gaming Console Production by Region (2027-2032)
3.3.3 Global Portable Gaming Console Production Market Share by Region (2021-2032)
3.4 North America
3.5 Europe
3.6 China
3.7 Japan
3.8 South Korea
4 Global Market Growth Prospects
4.1 Global Portable Gaming Console Revenue Estimates and Forecasts (2021-2032)
4.2 Global Portable Gaming Console Revenue by Region
4.2.1 Global Portable Gaming Console Revenue by Region: 2021 VS 2025 VS 2032
4.2.2 Global Portable Gaming Console Revenue by Region (2021-2026)
4.2.3 Global Portable Gaming Console Revenue by Region (2027-2032)
4.2.4 Global Portable Gaming Console Revenue Market Share by Region (2021-2032)
4.3 Global Portable Gaming Console Sales Estimates and Forecasts 2021-2032
4.4 Global Portable Gaming Console Sales by Region
4.4.1 Global Portable Gaming Console Sales by Region: 2021 VS 2025 VS 2032
4.4.2 Global Portable Gaming Console Sales by Region (2021-2026)
4.4.3 Global Portable Gaming Console Sales by Region (2027-2032)
4.4.4 Global Portable Gaming Console Sales Market Share by Region (2021-2032)
4.5 North America
4.6 Europe
4.7 China
4.8 Asia (Excluding China)
4.9 South America, Middle East and Africa
5 Market Competitive Landscape by Manufacturers
5.1 Global Portable Gaming Console Revenue by Manufacturers
5.1.1 Global Portable Gaming Console Revenue by Manufacturers (2021-2026)
5.1.2 Global Portable Gaming Console Revenue Market Share by Manufacturers (2021-2026)
5.1.3 Global Portable Gaming Console Manufacturers Revenue Share Top 10 and Top 5 in 2025
5.2 Global Portable Gaming Console Sales by Manufacturers
5.2.1 Global Portable Gaming Console Sales by Manufacturers (2021-2026)
5.2.2 Global Portable Gaming Console Sales Market Share by Manufacturers (2021-2026)
5.2.3 Global Portable Gaming Console Manufacturers Sales Share Top 10 and Top 5 in 2025
5.3 Global Portable Gaming Console Sales Price by Manufacturers (2021-2026)
5.4 Global Portable Gaming Console Key Manufacturers Ranking, 2024 VS 2025 VS 2026
5.5 Global Portable Gaming Console Key Manufacturers Manufacturing Sites & Headquarters
5.6 Global Portable Gaming Console Manufacturers, Product Type & Application
5.7 Global Portable Gaming Console Manufacturers Commercialization Time
5.8 Market Competitive Analysis
5.8.1 Global Portable Gaming Console Market CR5 and HHI
5.8.2 2025 Portable Gaming Console Tier 1, Tier 2, and Tier 3
6 Portable Gaming Console Market by Type
6.1 Global Portable Gaming Console Revenue by Type
6.1.1 Global Portable Gaming Console Revenue by Type (2021-2032) & (US$ Million)
6.1.2 Global Portable Gaming Console Revenue Market Share by Type (2021-2032)
6.2 Global Portable Gaming Console Sales by Type
6.2.1 Global Portable Gaming Console Sales by Type (2021-2032) & (k units)
6.2.2 Global Portable Gaming Console Sales Market Share by Type (2021-2032)
6.3 Global Portable Gaming Console Price by Type
7 Portable Gaming Console Market by Application
7.1 Global Portable Gaming Console Revenue by Application
7.1.1 Global Portable Gaming Console Revenue by Application (2021-2032) & (US$ Million)
7.1.2 Global Portable Gaming Console Revenue Market Share by Application (2021-2032)
7.2 Global Portable Gaming Console Sales by Application
7.2.1 Global Portable Gaming Console Sales by Application (2021-2032) & (k units)
7.2.2 Global Portable Gaming Console Sales Market Share by Application (2021-2032)
7.3 Global Portable Gaming Console Price by Application
8 Company Profiles
8.1 Mad Catz
8.1.1 Mad Catz Company Information
8.1.2 Mad Catz Business Overview
8.1.3 Mad Catz Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.1.4 Mad Catz Portable Gaming Console Product Portfolio
8.1.5 Mad Catz Recent Developments
8.2 Microsoft
8.2.1 Microsoft Company Information
8.2.2 Microsoft Business Overview
8.2.3 Microsoft Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.2.4 Microsoft Portable Gaming Console Product Portfolio
8.2.5 Microsoft Recent Developments
8.3 Nintendo
8.3.1 Nintendo Company Information
8.3.2 Nintendo Business Overview
8.3.3 Nintendo Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.3.4 Nintendo Portable Gaming Console Product Portfolio
8.3.5 Nintendo Recent Developments
8.4 Sony
8.4.1 Sony Company Information
8.4.2 Sony Business Overview
8.4.3 Sony Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.4.4 Sony Portable Gaming Console Product Portfolio
8.4.5 Sony Recent Developments
8.5 Apple
8.5.1 Apple Company Information
8.5.2 Apple Business Overview
8.5.3 Apple Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.5.4 Apple Portable Gaming Console Product Portfolio
8.5.5 Apple Recent Developments
8.6 Logitech
8.6.1 Logitech Company Information
8.6.2 Logitech Business Overview
8.6.3 Logitech Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.6.4 Logitech Portable Gaming Console Product Portfolio
8.6.5 Logitech Recent Developments
8.7 Oculus VR
8.7.1 Oculus VR Company Information
8.7.2 Oculus VR Business Overview
8.7.3 Oculus VR Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.7.4 Oculus VR Portable Gaming Console Product Portfolio
8.7.5 Oculus VR Recent Developments
8.8 Electronic Arts
8.8.1 Electronic Arts Company Information
8.8.2 Electronic Arts Business Overview
8.8.3 Electronic Arts Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.8.4 Electronic Arts Portable Gaming Console Product Portfolio
8.8.5 Electronic Arts Recent Developments
8.9 Activision Publishing
8.9.1 Activision Publishing Company Information
8.9.2 Activision Publishing Business Overview
8.9.3 Activision Publishing Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.9.4 Activision Publishing Portable Gaming Console Product Portfolio
8.9.5 Activision Publishing Recent Developments
8.10 Avatar Reality
8.10.1 Avatar Reality Company Information
8.10.2 Avatar Reality Business Overview
8.10.3 Avatar Reality Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.10.4 Avatar Reality Portable Gaming Console Product Portfolio
8.10.5 Avatar Reality Recent Developments
8.11 Kaneva
8.11.1 Kaneva Company Information
8.11.2 Kaneva Business Overview
8.11.3 Kaneva Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.11.4 Kaneva Portable Gaming Console Product Portfolio
8.11.5 Kaneva Recent Developments
8.12 OUYA
8.12.1 OUYA Company Information
8.12.2 OUYA Business Overview
8.12.3 OUYA Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.12.4 OUYA Portable Gaming Console Product Portfolio
8.12.5 OUYA Recent Developments
8.13 Tommo
8.13.1 Tommo Company Information
8.13.2 Tommo Business Overview
8.13.3 Tommo Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.13.4 Tommo Portable Gaming Console Product Portfolio
8.13.5 Tommo Recent Developments
8.14 Others
8.14.1 Others Company Information
8.14.2 Others Business Overview
8.14.3 Others Portable Gaming Console Sales, Revenue, Price and Gross Margin (2021-2026)
8.14.4 Others Portable Gaming Console Product Portfolio
8.14.5 Others Recent Developments
9 North America
9.1 North America Portable Gaming Console Market Size by Type
9.1.1 North America Portable Gaming Console Revenue by Type (2021-2032)
9.1.2 North America Portable Gaming Console Sales by Type (2021-2032)
9.1.3 North America Portable Gaming Console Price by Type (2021-2032)
9.2 North America Portable Gaming Console Market Size by Application
9.2.1 North America Portable Gaming Console Revenue by Application (2021-2032)
9.2.2 North America Portable Gaming Console Sales by Application (2021-2032)
9.2.3 North America Portable Gaming Console Price by Application (2021-2032)
9.3 North America Portable Gaming Console Market Size by Country
9.3.1 North America Portable Gaming Console Revenue Grow Rate by Country (2021 VS 2025 VS 2032)
9.3.2 North America Portable Gaming Console Sales by Country (2021 VS 2025 VS 2032)
9.3.3 North America Portable Gaming Console Price by Country (2021-2032)
9.3.4 United States
9.3.5 Canada
9.3.6 Mexico
10 Europe
10.1 Europe Portable Gaming Console Market Size by Type
10.1.1 Europe Portable Gaming Console Revenue by Type (2021-2032)
10.1.2 Europe Portable Gaming Console Sales by Type (2021-2032)
10.1.3 Europe Portable Gaming Console Price by Type (2021-2032)
10.2 Europe Portable Gaming Console Market Size by Application
10.2.1 Europe Portable Gaming Console Revenue by Application (2021-2032)
10.2.2 Europe Portable Gaming Console Sales by Application (2021-2032)
10.2.3 Europe Portable Gaming Console Price by Application (2021-2032)
10.3 Europe Portable Gaming Console Market Size by Country
10.3.1 Europe Portable Gaming Console Revenue Grow Rate by Country (2021 VS 2025 VS 2032)
10.3.2 Europe Portable Gaming Console Sales by Country (2021 VS 2025 VS 2032)
10.3.3 Europe Portable Gaming Console Price by Country (2021-2032)
10.3.4 Germany
10.3.5 France
10.3.6 U.K.
10.3.7 Italy
10.3.8 Russia
10.3.9 Spain
10.3.10 Netherlands
10.3.11 Switzerland
10.3.12 Sweden
11 China
11.1 China Portable Gaming Console Market Size by Type
11.1.1 China Portable Gaming Console Revenue by Type (2021-2032)
11.1.2 China Portable Gaming Console Sales by Type (2021-2032)
11.1.3 China Portable Gaming Console Price by Type (2021-2032)
11.2 China Portable Gaming Console Market Size by Application
11.2.1 China Portable Gaming Console Revenue by Application (2021-2032)
11.2.2 China Portable Gaming Console Sales by Application (2021-2032)
11.2.3 China Portable Gaming Console Price by Application (2021-2032)
12 Asia (Excluding China)
12.1 Asia Portable Gaming Console Market Size by Type
12.1.1 Asia Portable Gaming Console Revenue by Type (2021-2032)
12.1.2 Asia Portable Gaming Console Sales by Type (2021-2032)
12.1.3 Asia Portable Gaming Console Price by Type (2021-2032)
12.2 Asia Portable Gaming Console Market Size by Application
12.2.1 Asia Portable Gaming Console Revenue by Application (2021-2032)
12.2.2 Asia Portable Gaming Console Sales by Application (2021-2032)
12.2.3 Asia Portable Gaming Console Price by Application (2021-2032)
12.3 Asia Portable Gaming Console Market Size by Country
12.3.1 Asia Portable Gaming Console Revenue Grow Rate by Country (2021 VS 2025 VS 2032)
12.3.2 Asia Portable Gaming Console Sales by Country (2021 VS 2025 VS 2032)
12.3.3 Asia Portable Gaming Console Price by Country (2021-2032)
12.3.4 Japan
12.3.5 South Korea
12.3.6 India
12.3.7 Australia
12.3.8 Taiwan
12.3.9 Southeast Asia
13 South America, Middle East and Africa
13.1 SAMEA Portable Gaming Console Market Size by Type
13.1.1 SAMEA Portable Gaming Console Revenue by Type (2021-2032)
13.1.2 SAMEA Portable Gaming Console Sales by Type (2021-2032)
13.1.3 SAMEA Portable Gaming Console Price by Type (2021-2032)
13.2 SAMEA Portable Gaming Console Market Size by Application
13.2.1 SAMEA Portable Gaming Console Revenue by Application (2021-2032)
13.2.2 SAMEA Portable Gaming Console Sales by Application (2021-2032)
13.2.3 SAMEA Portable Gaming Console Price by Application (2021-2032)
13.3 SAMEA Portable Gaming Console Market Size by Country
13.3.1 SAMEA Portable Gaming Console Revenue Grow Rate by Country (2021 VS 2025 VS 2032)
13.3.2 SAMEA Portable Gaming Console Sales by Country (2021 VS 2025 VS 2032)
13.3.3 SAMEA Portable Gaming Console Price by Country (2021-2032)
13.3.4 Brazil
13.3.5 Argentina
13.3.6 Chile
13.3.7 Colombia
13.3.8 Peru
13.3.9 Saudi Arabia
13.3.10 Israel
13.3.11 UAE
13.3.12 Turkey
13.3.13 Iran
13.3.14 Egypt
14 Value Chain and Sales Channels Analysis
14.1 Portable Gaming Console Value Chain Analysis
14.1.1 Portable Gaming Console Key Raw Materials
14.1.2 Raw Materials Key Suppliers
14.1.3 Manufacturing Cost Structure
14.1.4 Portable Gaming Console Production Mode & Process
14.2 Portable Gaming Console Sales Channels Analysis
14.2.1 Direct Comparison with Distribution Share
14.2.2 Portable Gaming Console Distributors
14.2.3 Portable Gaming Console Customers
15 Concluding Insights
16 Appendix
16.1 Reasons for Doing This Study
16.2 Research Methodology
16.3 Research Process
16.4 Authors List of This Report
16.5 Data Source
16.5.1 Secondary Sources
16.5.2 Primary Sources
16.6 Disclaimer
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