
Gaming Console Market
Description
The global Gaming Console market is projected to reach $51.29 billion by 2028, growing at a compound annual growth rate (CAGR) of 5.99% from 2021 to 2028. This growth is driven by various macroeconomic and microeconomic factors, including the increasing production of multifunctional gaming consoles by vendors.
The latest research report by Evolve Business Intelligence explores the various factors influencing the global market. It includes an analysis of the current market size, forecasts for key segments and regions, and the driving forces behind market growth. The report examines the potential impacts of key trends on business strategies and provides a SWOT analysis of critical sectors for each major competitor and customer group. This valuable data highlights the conglomerates likely to impact the industry, crucial for any company planning to invest strategically over the next five years. These insights complement our initial quantitative study, aiding in new investments and strategic planning to mitigate threats in existing sectors.
Segments covered
By type of gamer (Casual gamers, Hardcore gamers)
By type (TV consoles, Handheld consoles)
Key players
Atari
Dell
Mad Catz Global Ltd
Mattel
Microsoft
Nintendo Co. Ltd
NVIDIA
Razer
Sony Corp.
Valve Corp
The latest research report by Evolve Business Intelligence explores the various factors influencing the global market. It includes an analysis of the current market size, forecasts for key segments and regions, and the driving forces behind market growth. The report examines the potential impacts of key trends on business strategies and provides a SWOT analysis of critical sectors for each major competitor and customer group. This valuable data highlights the conglomerates likely to impact the industry, crucial for any company planning to invest strategically over the next five years. These insights complement our initial quantitative study, aiding in new investments and strategic planning to mitigate threats in existing sectors.
Segments covered
By type of gamer (Casual gamers, Hardcore gamers)
By type (TV consoles, Handheld consoles)
Key players
Atari
Dell
Mad Catz Global Ltd
Mattel
Microsoft
Nintendo Co. Ltd
NVIDIA
Razer
Sony Corp.
Valve Corp
Table of Contents
- Chapter 1. Executive Summary
- Chapter 2. Scope Of The Study
- 2.1. Market Definition
- 2.2. Scope Of The Study
- 2.2.1. Objectives of Report
- Chapter 3. Evolve BI Methodology
- Chapter 4. Market Insights and Trends
- 4.1. Supply/ Value Chain Analysis
- 4.2. Porter’s Five Forces Analysis
- 4.2.1. Threat Of New Entrants
- 4.2.2. Bargaining Power Of Buyers
- 4.2.3. Bargaining Power Of Suppliers
- 4.2.4. Threat Of Substitutes
- 4.2.5. Industry Rivalry
- 4.3. Impact of COVID-19 on Gaming Console Market
- 4.3.1. Impact on Market Size
- 4.3.2. End User Trend, Preferences and Budget Impact
- 4.3.3. Regulatory Framework/Government Policies
- 4.3.4. Key Players Strategy to Tackle Negative Impact
- 4.3.5. Opportunity Window
- Chapter 5. Market Dynamics
- 5.1. Introduction
- 5.2. DRO Analysis
- 5.2.1. Drivers
- 5.2.2. Restraints
- 5.2.3. Opportunities
- Chapter 6. Global Gaming Console Market, By type of gamer
- 6.1. Introduction
- 6.2. Casual gamers
- 6.3. Hardcore gamers
- Chapter 7. Global Gaming Console Market, By type
- 7.1. Introduction
- 7.2. TV consoles
- 7.3. Handheld consoles
- Chapter 8. Global Gaming Console Market, By Region
- 8.1. Introduction
- 8.2. North America
- 8.2.1. Introduction
- 8.2.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.2.3. Market Size and Forecast, By Country, 2020 - 2028
- 8.2.4. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.2.5. Market Size and Forecast, By type, 2020 – 2028
- 8.2.6. US
- 8.2.6.1. Introduction
- 8.2.6.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.2.6.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.2.6.4. Market Size and Forecast, By type, 2020 - 2028
- 8.2.7. Canada
- 8.2.7.1. Introduction
- 8.2.7.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.2.7.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.2.7.4. Market Size and Forecast, By type, 2020 - 2028
- 8.3. Europe
- 8.3.1. Introduction
- 8.3.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.3.3. Market Size and Forecast, By Country, 2020 - 2028
- 8.3.4. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.3.5. Market Size and Forecast, By type, 2020 – 2028
- 8.3.6. Germany
- 8.3.6.1. Introduction
- 8.3.6.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.3.6.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.3.6.4. Market Size and Forecast, By type, 2020 - 2028
- 8.3.7. France
- 8.3.7.1. Introduction
- 8.3.7.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.3.7.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.3.7.4. Market Size and Forecast, By type, 2020 - 2028
- 8.3.8. UK
- 8.3.8.1. Introduction
- 8.3.8.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.3.8.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.3.8.4. Market Size and Forecast, By type, 2020 - 2028
- 8.3.9. Italy
- 8.3.9.1. Introduction
- 8.3.9.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.3.9.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.3.9.4. Market Size and Forecast, By type, 2020 - 2028
- 8.3.10. Rest Of Europe
- 8.3.10.1. Introduction
- 8.3.10.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.3.10.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.3.10.4. Market Size and Forecast, By type, 2020 - 2028
- 8.4. Asia-Pacific
- 8.4.1. Introduction
- 8.4.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.4.3. Market Size and Forecast, By Country, 2020 - 2028
- 8.4.4. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.4.5. Market Size and Forecast, By type, 2020 - 2028
- 8.4.6. China
- 8.4.6.1. Introduction
- 8.4.6.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.4.6.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.4.6.4. Market Size and Forecast, By type, 2020 - 2028
- 8.4.7. India
- 8.4.7.1. Introduction
- 8.4.7.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.4.7.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.4.7.4. Market Size and Forecast, By type, 2020 - 2028
- 8.4.8. Japan
- 8.4.8.1. Introduction
- 8.4.8.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.4.8.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.4.8.4. Market Size and Forecast, By type, 2020 - 2028
- 8.4.9. South Korea
- 8.4.9.1. Introduction
- 8.4.9.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.4.9.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.4.9.4. Market Size and Forecast, By type, 2020 - 2028
- 8.4.10. Rest Of Asia-Pacific
- 8.4.10.1. Introduction
- 8.4.10.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.4.10.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.4.10.4. Market Size and Forecast, By type, 2020 - 2028
- 8.5. Rest Of The World (RoW)
- 8.5.1. Introduction
- 8.5.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.5.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.5.4. Market Size and Forecast, By type, 2020 - 2028
- 8.5.5. Market Size and Forecast, By Region, 2020 - 2028
- 8.5.6. South America
- 8.5.6.1. Introduction
- 8.5.6.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.5.6.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.5.6.4. Market Size and Forecast, By type, 2020 - 2028
- 8.5.7. Middle East and Africa
- 8.5.7.1. Introduction
- 8.5.7.2. Driving Factors, Opportunity Analyzed and Key Trends
- 8.5.7.3. Market Size and Forecast, By type of gamer, 2020 - 2028
- 8.5.7.4. Market Size and Forecast, By type, 2020 - 2028
- Chapter 9. Competitive Landscape
- 9.1. Introduction
- 9.2. Vendor Share Analysis, 2020/Key Players Positioning, 2020
- Chapter 10. Company Profiles
- 10.1. Atari
- 10.1.1. Business Overview
- 10.1.2. Financial Analysis
- 10.1.3. Product Portfolio
- 10.1.4. Recent Development and Strategies Adopted
- 10.1.5. SWOT Analysis
- 10.2. Dell
- 10.2.1. Business Overview
- 10.2.2. Financial Analysis
- 10.2.3. Product Portfolio
- 10.2.4. Recent Development and Strategies Adopted
- 10.2.5. SWOT Analysis
- 10.3. Mad Catz Global Ltd
- 10.3.1. Business Overview
- 10.3.2. Financial Analysis
- 10.3.3. Product Portfolio
- 10.3.4. Recent Development and Strategies Adopted
- 10.3.5. SWOT Analysis
- 10.4. Mattel
- 10.4.1. Business Overview
- 10.4.2. Financial Analysis
- 10.4.3. Product Portfolio
- 10.4.4. Recent Development and Strategies Adopted
- 10.4.5. SWOT Analysis
- 10.5. Microsoft
- 10.5.1. Business Overview
- 10.5.2. Financial Analysis
- 10.5.3. Product Portfolio
- 10.5.4. Recent Development and Strategies Adopted
- 10.5.5. SWOT Analysis
- 10.6. Nintendo Co. Ltd
- 10.6.1. Business Overview
- 10.6.2. Financial Analysis
- 10.6.3. Product Portfolio
- 10.6.4. Recent Development and Strategies Adopted
- 10.6.5. SWOT Analysis
- 10.7. NVIDIA
- 10.7.1. Business Overview
- 10.7.2. Financial Analysis
- 10.7.3. Product Portfolio
- 10.7.4. Recent Development and Strategies Adopted
- 10.7.5. SWOT Analysis
- 10.8. Razer
- 10.8.1. Business Overview
- 10.8.2. Financial Analysis
- 10.8.3. Product Portfolio
- 10.8.4. Recent Development and Strategies Adopted
- 10.8.5. SWOT Analysis
- 10.9. Sony Corp.
- 10.9.1. Business Overview
- 10.9.2. Financial Analysis
- 10.9.3. Product Portfolio
- 10.9.4. Recent Development and Strategies Adopted
- 10.9.5. SWOT Analysis
- 10.10. Valve Corp
- 10.10.1. Business Overview
- 10.10.2. Financial Analysis
- 10.10.3. Product Portfolio
- 10.10.4. Recent Development and Strategies Adopted
- 10.10.5. SWOT Analysis
- Chapter 11. Key Takeaways
Pricing
Currency Rates
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