表紙:家庭用ゲーム機の世界市場-成長、将来展望、競合分析(2022年~2030年)
市場調査レポート
商品コード
1133552

家庭用ゲーム機の世界市場-成長、将来展望、競合分析(2022年~2030年)

Home Console Market - Growth, Future Prospects and Competitive Analysis, 2022 - 2030

出版日: | 発行: Acute Market Reports | ページ情報: 英文 114 Pages | 納期: 即日から翌営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=157.14円
家庭用ゲーム機の世界市場-成長、将来展望、競合分析(2022年~2030年)
出版日: 2022年08月25日
発行: Acute Market Reports
ページ情報: 英文 114 Pages
納期: 即日から翌営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界の家庭用ゲーム機の市場規模は、2022年から2030年の予測期間中に4.2%のCAGRで成長すると予想されています。技術の進歩、若年層におけるビデオゲーム人気の高まり、拡張現実とバーチャルリアリティの出現は、ゲーム機市場の成長を促進しています。しかし、クラウドゲームやゲームストリーミングサービスの台頭は、市場の成長にとって大きな脅威となっています。

当レポートでは、世界の家庭用ゲーム機市場について調査分析し、ビジネス展望、市場力学、市場分析、企業プロファイルなど、体系的な情報を提供しています。

目次

第1章 序文

  • レポートの説明
    • レポートの目的
    • 対象者
    • 主な製品
  • 市場セグメンテーション
  • 調査手法
    • フェーズⅠ-2次調査
    • フェーズⅡ-1次調査
    • フェーズⅢ-専門家による審査
    • 仮定
    • 採用されたアプローチ

第2章 エグゼクティブサマリー

  • 市場スナップショット:世界の家庭用ゲーム機市場
  • 世界の家庭用ゲーム機市場(100万米ドル)(2021年):製品別
  • 世界の家庭用ゲーム機市場(100万米ドル)(2021年):年齢別
  • 世界の家庭用ゲーム機市場(100万米ドル)(2021年):地域別
  • COVID-19の影響
  • 魅力的な投資提案(2021年):地域別
  • 競合分析
    • 主要な家庭用ゲーム機市場ベンダーの市場ポジショニング
    • 家庭用ゲーム機市場のベンダーが採用する戦略
    • 主要な業界戦略

第3章 家庭用ゲーム機市場:ビジネス展望と市場力学

  • イントロダクション
  • 世界の家庭用ゲーム機市場金額(100万米ドル)(2020年~2030年)
  • 市場力学
    • 市場促進要因
    • 市場抑制要因
    • 主な課題
    • 主な機会
  • 促進要因と抑制要因の影響分析
  • シーソー分析
  • ポーターのファイブフォースモデル
    • サプライヤーの力
    • バイヤーの力
    • 代替品の脅威
    • 新規参入業者の脅威
    • 競争企業間の敵対関係
  • PESTEL分析
    • 政治的
    • 経済的
    • 技術的
    • 法的
    • 社会的

第4章 家庭用ゲーム機市場:米ドル(100万)(2020年~2030年):製品別

  • 市場概要
  • 成長と収益分析:2021年と2030年の比較
  • 市場セグメンテーション
    • テレビゲームコンソール
    • PCゲームコンソール
    • ハンドヘルドコンソール
    • その他

第5章 家庭用ゲーム機市場:米ドル(100万)(2020年~2030年):年齢層別

  • 市場概要
  • 成長と収益分析:2021年と2030年の比較
  • 市場セグメンテーション
    • 12歳~18歳
    • 19歳~23歳
    • 24歳~30歳
    • 31歳~40歳
    • 41歳~50歳
    • 50歳以上

第6章 北米の家庭用ゲーム機市場、米ドル(100万)(2020年~2030年)

第7章 英国および欧州連合の家庭用ゲーム機市場、米ドル(100万)(2020年~2030年)

第8章 アジア太平洋の家庭用ゲーム機市場、米ドル(100万)(2020年~2030年)

第9章 ラテンアメリカの家庭用ゲーム機市場、米ドル(100万)(2020年~2030年)

第10章 中東およびアフリカの家庭用ゲーム機市場、米ドル(100万)(2020年~2030年)

第11章 企業プロファイル

  • Amstrad/Sky
  • Apple/Bandai
  • Atari
  • Coleco
  • INTV Corporation
  • Logitech
  • Mad Catz
  • Magnavox
  • Microsoft Corporation
  • NEC Home Electronics
  • Nintendo Co. Ltd.
  • OUYA
  • Sega
  • Sony Corporation
図表

List of Tables

  • TABLE 1 Global Home Console Market By Product, 2020-2030, USD (Million)
  • TABLE 2 Global Home Console Market By Age Group, 2020-2030, USD (Million)
  • TABLE 3 North America Home Console Market By Product, 2020-2030, USD (Million)
  • TABLE 4 North America Home Console Market By Age Group, 2020-2030, USD (Million)
  • TABLE 5 UK and European Union Home Console Market By Product, 2020-2030, USD (Million)
  • TABLE 6 UK and European Union Home Console Market By Age Group, 2020-2030, USD (Million)
  • TABLE 7 Asia Pacific Home Console Market By Product, 2020-2030, USD (Million)
  • TABLE 8 Asia Pacific Home Console Market By Age Group, 2020-2030, USD (Million)
  • TABLE 9 Latin America Home Console Market By Product, 2020-2030, USD (Million)
  • TABLE 10 Latin America Home Console Market By Age Group, 2020-2030, USD (Million)
  • TABLE 11 Middle East and Africa Home Console Market By Product, 2020-2030, USD (Million)
  • TABLE 12 Middle East and Africa Home Console Market By Age Group, 2020-2030, USD (Million)

List of Figures

  • FIG. 1 Global Home Console Market: Market Coverage
  • FIG. 2 Research Methodology and Data Sources
  • FIG. 3 Market Size Estimation - Top Down & Bottom-Up Approach
  • FIG. 4 Global Home Console Market: Quality Assurance
  • FIG. 5 Global Home Console Market, By Product, 2021
  • FIG. 6 Global Home Console Market, By Age Group, 2021
  • FIG. 7 Global Home Console Market, By Geography, 2021
  • FIG. 8 Global Home Console Market, By Product, 2021 Vs 2030, %
  • FIG. 9 Global Home Console Market, By Age Group, 2021 Vs 2030, %
  • FIG. 10 U.S. Home Console Market (US$ Million), 2020 - 2030
  • FIG. 11 Canada Home Console Market (US$ Million), 2020 - 2030
  • FIG. 12 Rest of North America Home Console Market (US$ Million), 2020 - 2030
  • FIG. 13 UK Home Console Market (US$ Million), 2020 - 2030
  • FIG. 14 Germany Home Console Market (US$ Million), 2020 - 2030
  • FIG. 15 Spain Home Console Market (US$ Million), 2020 - 2030
  • FIG. 16 Italy Home Console Market (US$ Million), 2020 - 2030
  • FIG. 17 France Home Console Market (US$ Million), 2020 - 2030
  • FIG. 18 Rest of Europe Home Console Market (US$ Million), 2020 - 2030
  • FIG. 19 China Home Console Market (US$ Million), 2020 - 2030
  • FIG. 20 Japan Home Console Market (US$ Million), 2020 - 2030
  • FIG. 21 India Home Console Market (US$ Million), 2020 - 2030
  • FIG. 22 Australia Home Console Market (US$ Million), 2020 - 2030
  • FIG. 23 South Korea Home Console Market (US$ Million), 2020 - 2030
  • FIG. 24 Rest of Asia Home Console Market (US$ Million), 2020 - 2030
  • FIG. 25 Brazil Home Console Market (US$ Million), 2020 - 2030
  • FIG. 26 Mexico Home Console Market (US$ Million), 2020 - 2030
  • FIG. 27 Rest of Latin America Home Console Market (US$ Million), 2020 - 2030
  • FIG. 28 GCC Home Console Market (US$ Million), 2020 - 2030
  • FIG. 29 Africa Home Console Market (US$ Million), 2020 - 2030
  • FIG. 30 Rest of Middle East and Africa Home Console Market (US$ Million), 2020 - 2030
目次
Product Code: 139034-08-22

Technological Advancements and Growing Popularity of Video Games in Young Adults is Driving the Home Console Market

Globally, the home console market is expected to grow with a CAGR of 4.2% during the forecast period from 2022 to 2030. The growth of the market is driven by increasing technological advancement in the gaming consoles. The integration of the advance audio visual systems has led to the development of myriad new avenues for the growth of the consoles market. Furthermore, the advent of the augmented reality and virtual reality is also serving as a major driver for the growth of the console market across the globe.

The increasing competition among the market players is also acting as major force propelling the growth of the home console market. As the competition among the market players is rising, the organizations are investing heavily in the research and development activities and to gain an edge over competitors. The players are constantly launching new products with new and advance features to attract the customer. This is accelerating the demand for the home console market across the globe. However, the emergence of the cloud gaming and game streaming service is presenting significant threat to the growth of the consoles market.

PC Game Console is Dominating the Home Console Market

The home console market is segmented based on the product into TV game console, PC game console, handheld console and others. PC game console accounted for more than 35% share in the home console market in 2020. The widespread adoption of the PC gaming across the globe is acting as a major force driving the demand for the PC console. Furthermore, the relatively low cost of the PC game console as compared to the TV game console is supporting the growth of the PC consoles market.

Asia Pacific is Leading the Home Console Market

Asia Pacific led the home console market with over 30% share in revenue in 2021. The market is driven by the large scale adoption of the gaming across the region. Asia Pacific accounts for more than 40% of the gaming population across the globe. South Korea and China are one of the major countries in terms of number of professional gamers and total number of gamers worldwide. However, the growing adoption of the mobile gaming is hindering the growth of the home console market in the region.

The prominent players in the home console market are Amstrad/Sky, Apple/Bandai, Atari, Coleco, INTV Corporation, Logitech, Mad Catz, Magnavox, Microsoft Corporation, NEC Home Electronics, Nintendo Co Ltd, OUYA, Sega and Sony Computers Entertainment Inc.

Historical & Forecast Period

This study report represents analysis of each segment from 2020 to 2030 considering 2021 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2022 to 2030.

The current report comprises of quantitative market estimations for each micro market for every geographical region and qualitative market analysis such as micro and macro environment analysis, market trends, competitive intelligence, segment analysis, porters five force model, top winning strategies, top investment markets, emerging trends and technological analysis, case studies, strategic conclusions and recommendations and other key market insights.

Research Methodology

The complete research study was conducted in three phases, namely: secondary research, primary research, and expert panel review. key data point that enables the estimation of Home Console market are as follows:

Research and development budgets of manufacturers and government spending

Revenues of key companies in the market segment

Number of end users and consumption volume, price and value.

Geographical revenues generate by countries considered in the report

Micro and macro environment factors that are currently influencing the Home Console market and their expected impact during the forecast period.

Market forecast was performed through proprietary software that analyzes various qualitative and quantitative factors. Growth rate and CAGR were estimated through intensive secondary and primary research. Data triangulation across various data points provides accuracy across various analyzed market segments in the report. Application of both top down and bottom-up approach for validation of market estimation assures logical, methodical and mathematical consistency of the quantitative data.

ATTRIBUTE DETAILS

Research Period 2020-2030

Base Year 2021

Forecast Period 2022-2030

Historical Year 2020

Unit USD Million

Segmentation

Product

TV Gaming Console

PC Gaming Console

Handheld Console

Others

Age Group

12-18 Years Old

19-23 Years Old

24-30 Years Old

31-40 Years Old

41-50 Years Old

>50 Years Old

Region Segment (2020-2030; US$ Million)

North America

U.S.

Canada

Rest of North America

UK and European Union

UK

Germany

Spain

Italy

France

Rest of Europe

Asia Pacific

China

Japan

India

Australia

South Korea

Rest of Asia Pacific

Latin America

Brazil

Mexico

Rest of Latin America

Middle East and Africa

GCC

Africa

Rest of Middle East and Africa

Global Impact of Covid-19 Segment (2020-2021; US$ Million )

Pre Covid-19 situation

Post Covid-19 situation

Key questions answered in this report:

What are the key micro and macro environmental factors that are impacting the growth of Home Console market?

What are the key investment pockets with respect to product segments and geographies currently and during the forecast period?

Estimated forecast and market projections up to 2030.

Which segment accounts for the fastest CAGR during the forecast period?

Which market segment holds a larger market share and why?

Are low and middle-income economies investing in the Home Console market?

Which is the largest regional market for Home Console market?

What are the market trends and dynamics in emerging markets such as Asia Pacific, Latin America, and Middle East & Africa?

Which are the key trends driving Home Console market growth?

Who are the key competitors and what are their key strategies to enhance their market presence in the Home Console market worldwide?

Table of Contents

1. Preface

  • 1.1. Report Description
    • 1.1.1. Purpose of the Report
    • 1.1.2. Target Audience
    • 1.1.3. Key Offerings
  • 1.2. Market Segmentation
  • 1.3. Research Methodology
    • 1.3.1. Phase I - Secondary Research
    • 1.3.2. Phase II - Primary Research
    • 1.3.3. Phase III - Expert Panel Review
    • 1.3.4. Assumptions
    • 1.3.5. Approach Adopted

2. Executive Summary

  • 2.1. Market Snapshot: Global Home Console Market
  • 2.2. Global Home Console Market, By Product, 2021 (US$ Million)
  • 2.3. Global Home Console Market, By Age Group, 2021 (US$ Million)
  • 2.4. Global Home Console Market, By Geography, 2021 (US$ Million)
  • 2.5. Impact of Covid 19
  • 2.6. Attractive Investment Proposition by Geography, 2021
  • 2.7. Competitive Analysis
    • 2.7.1. Market Positioning of Key Home Console Market Vendors
    • 2.7.2. Strategies Adopted by Home Console Market Vendors
    • 2.7.3. Key Industry Strategies

3. Home Console Market: Business Outlook & Market Dynamics

  • 3.1. Introduction
  • 3.2. Global Home Console Market Value, 2020 - 2030, (US$ Million)
  • 3.3. Market Dynamics
    • 3.3.1. Market Drivers
    • 3.3.2. Market Restraints
    • 3.3.3. Key Challenges
    • 3.3.4. Key Opportunities
  • 3.4. Impact Analysis of Drivers and Restraints
  • 3.5. See-Saw Analysis
  • 3.6. Porter's Five Force Model
    • 3.6.1. Supplier Power
    • 3.6.2. Buyer Power
    • 3.6.3. Threat Of Substitutes
    • 3.6.4. Threat Of New Entrants
    • 3.6.5. Competitive Rivalry
  • 3.7. PESTEL Analysis
    • 3.7.1. Political Landscape
    • 3.7.2. Economic Landscape
    • 3.7.3. Technology Landscape
    • 3.7.4. Legal Landscape
    • 3.7.5. Social Landscape

4. Home Console Market: By Product, 2020-2030, USD (Million)

  • 4.1. Market Overview
  • 4.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 4.3. Market Segmentation
    • 4.3.1. TV Gaming Console
    • 4.3.2. PC Gaming Console
    • 4.3.3. Handheld Console
    • 4.3.4. Others

5. Home Console Market: By Age Group, 2020-2030, USD (Million)

  • 5.1. Market Overview
  • 5.2. Growth & Revenue Analysis: 2021 Versus 2030
  • 5.3. Market Segmentation
    • 5.3.1. 12-18 Years Old
    • 5.3.2. 19-23 Years Old
    • 5.3.3. 24-30 Years Old
    • 5.3.4. 31-40 Years Old
    • 5.3.5. 41-50 Years Old
    • 5.3.6. >50 Years Old

6. North America Home Console Market, 2020-2030, USD (Million)

  • 6.1. Market Overview
  • 6.2. Home Console Market: By Product, 2020-2030, USD (Million)
  • 6.3. Home Console Market: By Age Group, 2020-2030, USD (Million)
  • 6.4.Home Console Market: By Region, 2020-2030, USD (Million)
    • 6.4.1.North America
      • 6.4.1.1. U.S.
      • 6.4.1.2. Canada
      • 6.4.1.3. Rest of North America

7. UK and European Union Home Console Market, 2020-2030, USD (Million)

  • 7.1. Market Overview
  • 7.2. Home Console Market: By Product, 2020-2030, USD (Million)
  • 7.3. Home Console Market: By Age Group, 2020-2030, USD (Million)
  • 7.4.Home Console Market: By Region, 2020-2030, USD (Million)
    • 7.4.1.UK and European Union
      • 7.4.1.1. UK
      • 7.4.1.2. Germany
      • 7.4.1.3. Spain
      • 7.4.1.4. Italy
      • 7.4.1.5. France
      • 7.4.1.6. Rest of Europe

8. Asia Pacific Home Console Market, 2020-2030, USD (Million)

  • 8.1. Market Overview
  • 8.2. Home Console Market: By Product, 2020-2030, USD (Million)
  • 8.3. Home Console Market: By Age Group, 2020-2030, USD (Million)
  • 8.4.Home Console Market: By Region, 2020-2030, USD (Million)
    • 8.4.1.Asia Pacific
      • 8.4.1.1. China
      • 8.4.1.2. Japan
      • 8.4.1.3. India
      • 8.4.1.4. Australia
      • 8.4.1.5. South Korea
      • 8.4.1.6. Rest of Asia Pacific

9. Latin America Home Console Market, 2020-2030, USD (Million)

  • 9.1. Market Overview
  • 9.2. Home Console Market: By Product, 2020-2030, USD (Million)
  • 9.3. Home Console Market: By Age Group, 2020-2030, USD (Million)
  • 9.4.Home Console Market: By Region, 2020-2030, USD (Million)
    • 9.4.1.Latin America
      • 9.4.1.1. Brazil
      • 9.4.1.2. Mexico
      • 9.4.1.3. Rest of Latin America

10. Middle East and Africa Home Console Market, 2020-2030, USD (Million)

  • 10.1. Market Overview
  • 10.2. Home Console Market: By Product, 2020-2030, USD (Million)
  • 10.3. Home Console Market: By Age Group, 2020-2030, USD (Million)
  • 10.4.Home Console Market: By Region, 2020-2030, USD (Million)
    • 10.4.1.Middle East and Africa
      • 10.4.1.1. GCC
      • 10.4.1.2. Africa
      • 10.4.1.3. Rest of Middle East and Africa

11. Company Profile

  • 11.1. Amstrad/Sky
    • 11.1.1. Company Overview
    • 11.1.2. Financial Performance
    • 11.1.3. Product Portfolio
    • 11.1.4. Strategic Initiatives
  • 11.2. Apple/Bandai
    • 11.2.1. Company Overview
    • 11.2.2. Financial Performance
    • 11.2.3. Product Portfolio
    • 11.2.4. Strategic Initiatives
  • 11.3. Atari
    • 11.3.1. Company Overview
    • 11.3.2. Financial Performance
    • 11.3.3. Product Portfolio
    • 11.3.4. Strategic Initiatives
  • 11.4. Coleco
    • 11.4.1. Company Overview
    • 11.4.2. Financial Performance
    • 11.4.3. Product Portfolio
    • 11.4.4. Strategic Initiatives
  • 11.5. INTV Corporation
    • 11.5.1. Company Overview
    • 11.5.2. Financial Performance
    • 11.5.3. Product Portfolio
    • 11.5.4. Strategic Initiatives
  • 11.6. Logitech
    • 11.6.1. Company Overview
    • 11.6.2. Financial Performance
    • 11.6.3. Product Portfolio
    • 11.6.4. Strategic Initiatives
  • 11.7. Mad Catz
    • 11.7.1. Company Overview
    • 11.7.2. Financial Performance
    • 11.7.3. Product Portfolio
    • 11.7.4. Strategic Initiatives
  • 11.8. Magnavox
    • 11.8.1. Company Overview
    • 11.8.2. Financial Performance
    • 11.8.3. Product Portfolio
    • 11.8.4. Strategic Initiatives
  • 11.9. Microsoft Corporation
    • 11.9.1. Company Overview
    • 11.9.2. Financial Performance
    • 11.9.3. Product Portfolio
    • 11.9.4. Strategic Initiatives
  • 11.10. NEC Home Electronics
    • 11.10.1. Company Overview
    • 11.10.2. Financial Performance
    • 11.10.3. Product Portfolio
    • 11.10.4. Strategic Initiatives
  • 11.11. Nintendo Co. Ltd.
    • 11.11.1. Company Overview
    • 11.11.2. Financial Performance
    • 11.11.3. Product Portfolio
    • 11.11.4. Strategic Initiatives
  • 11.12. OUYA
    • 11.12.1. Company Overview
    • 11.12.2. Financial Performance
    • 11.12.3. Product Portfolio
    • 11.12.4. Strategic Initiatives
  • 11.13. Sega
    • 11.13.1. Company Overview
    • 11.13.2. Financial Performance
    • 11.13.3. Product Portfolio
    • 11.13.4. Strategic Initiatives
  • 11.14. Sony Corporation
    • 11.14.1. Company Overview
    • 11.14.2. Financial Performance
    • 11.14.3. Product Portfolio
    • 11.14.4. Strategic Initiatives