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市場調査レポート
商品コード
1300762

ゲーム機の世界市場規模調査&予測:タイプ別、最終用途別、用途別、地域別分析、2023-2030年

Global Gaming Console Market Size study & Forecast, by Type (Home Console, Handheld Console) by End-use (Residential, Commercial), by Application (Gaming, Non-Gaming) and Regional Analysis, 2023-2030

出版日: | 発行: Bizwit Research & Consulting LLP | ページ情報: 英文 | 納期: 2~3営業日

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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=156.76円
ゲーム機の世界市場規模調査&予測:タイプ別、最終用途別、用途別、地域別分析、2023-2030年
出版日: 2023年06月27日
発行: Bizwit Research & Consulting LLP
ページ情報: 英文
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

ゲーム機は、ディスプレイシステムにビデオを送信し、1人または複数の人がそれを使って利用可能なゲームをプレイできるようにする電気コンピューティングデバイスまたはガジェットです。

現在では、コンピュータは単なるゲーム機ではなく、エンターテインメント機となっているが、この用語は、その主な機能を定義するために頻繁に使用されます。これらのデバイスは、プレイヤーに格段に優れたプレイ体験を提供し、アーケードゲームなどの従来の同等品よりもはるかに小型です。人気のゲーム機の例としては、プレイステーション、Xbox、ニンテンドースイッチなどがあります。市場成長を促進する主な要因は、4K解像度の機能を備えたワイヤレス・3Dゲーム機に対する需要の高まりと、市場成長を支援するための投資の増加です。また、eスポーツ人気の高まりも市場成長を後押しすると予想されます。

さらに、eスポーツ人気の高まりは、より多くの観客を生み出し、高実績ゲームハードウェアの需要を促進することで、ゲーム機市場の成長を支えています。eスポーツがメインストリームで認知され、多くのファンを魅了するにつれ、より多くの個人が競合ゲームに興味を持ち、ゲーム体験を向上させるためにゲーム機に投資するようになっています。このように、高度なグラフィックス、処理能力、マルチプレイヤー機能を備えたゲーム機への需要が高まっていることが、市場の成長に寄与しています。Statistaによると、2020年の世界のeスポーツ視聴者数は4億3,570万人、2022年には5億3,200万人に達し、2025年には6億4,080万人に達すると予測されています。その結果、esports人気の高まりが予測期間中の市場成長をサポートすると予想されます。さらに、オンラインユーザー数の増加は、予測期間中に市場に有利な機会を創出すると予想されます。しかし、熟練した専門家の不足と違法コピー率の増加が、2023-2030年の予測期間を通じて市場の成長を阻害します。

ゲーム機の世界市場調査で考慮した主な地域は、アジア太平洋、北米、欧州、ラテンアメリカ、中東・アフリカです。北米は、AR/VRプラットフォーム、Bluetooth、クラウドサービス、3D技術などの先進技術に基づくゲーム機に対する需要の高まりとゲームユーザーの増加により、2022年の市場を独占しました。アジア太平洋地域は、主要な市場プレイヤーの存在、ゲーム機の技術的進歩や開拓、オンラインゲームストリーミングが同地域の市場成長をサポートすると予想されるなどの要因により、予測期間中に大きく成長すると予想されます。

本調査の目的は、近年における様々なセグメントと国の市場規模を明らかにし、今後数年間の市場規模を予測することです。本レポートは、調査対象国における産業の質的・量的側面を盛り込むよう設計されています。

また、市場の将来的な成長を規定する促進要因や課題などの重要な側面に関する詳細情報も提供しています。さらに、主要企業の競合情勢や製品提供の詳細な分析とともに、利害関係者が投資するためのミクロ市場における潜在的な機会も組み込んでいます。

目次

第1章 エグゼクティブサマリー

  • 市場スナップショット
  • 世界市場・セグメント別市場推計・予測、2020-2030年
    • ゲーム機市場:地域別、2020-2030年
    • ゲーム機市場:タイプ別、2020-2030年
    • ゲーム機市場:エンドユーザー別、2020-2030年
    • ゲーム機市場:用途別、2020-2030年
  • 主要動向
  • 調査手法
  • 調査前提条件

第2章 ゲーム機の世界市場の定義と範囲

  • 調査目的
  • 市場の定義と範囲
    • 産業の進化
    • 調査範囲
  • 調査対象年
  • 通貨換算レート

第3章 ゲーム機の世界市場力学

  • ゲーム機市場のインパクト分析(2020年~2030年)
    • 市場促進要因
      • 4K解像度対応の無線・3Dゲーム機への需要の高まり
      • 市場成長のための投資の増加
      • eスポーツの人気上昇
    • 市場の課題
      • ゲーム機の高コスト
    • 市場機会
      • 熟練した専門家の不足と違法コピー率の増加

第4章 ゲーム機の世界市場:産業分析

  • ポーターの5フォースモデル
    • 供給企業の交渉力
    • 買い手の交渉力
    • 新規参入業者の脅威
    • 代替品の脅威
    • 競争企業間の敵対関係
  • ポーターの5フォース影響分析
  • PEST分析
    • 政治的
    • 経済
    • 社会
    • 技術
    • 環境
    • 法律
  • 主な投資機会
  • 主要成功戦略
  • COVID-19影響分析
  • 破壊的動向
  • 業界専門家の視点
  • アナリストの結論・提言

第5章 ゲーム機の世界市場:タイプ別

  • 市場スナップショット
  • ゲーム機の世界市場:タイプ別、実績-ポテンシャル分析
  • ゲーム機の世界市場タイプ別推定・予測:2020-2030年
  • ゲーム機市場、サブセグメント別分析
    • 家庭用ゲーム機
    • ハンドヘルドゲーム機

第6章 ゲーム機の世界市場:エンドユーザー別

  • 市場スナップショット
  • ゲーム機の世界市場:最終用途別、実績 - ポテンシャル分析
  • ゲーム機の世界市場:最終用途別、推定・予測:2020-2030年
  • ゲーム機市場、サブセグメント別分析
    • 住宅
    • 商業

第7章 ゲーム機の世界市場:用途別

  • 市場スナップショット
  • ゲーム機の世界市場:用途別、実績、ポテンシャル分析
  • ゲーム機の世界市場:用途別推定・予測、2020-2030年
  • ゲーム機市場、サブセグメント別分析
    • ゲーム
    • ゲーム以外

第8章 ゲーム機の世界市場:地域別分析

  • 主要国
  • 主な新興国
  • ゲーム機市場の地域別市場スナップショット
  • 北米
    • 米国
      • タイプ別推定・予測、2020-2030年
      • 最終用途の推定・予測、2020-2030年
      • 用途の推定・予測、2020-2030年
    • カナダ
  • 欧州のゲーム機市場スナップショット
    • 英国
    • ドイツ
    • フランス
    • スペイン
    • イタリア
    • その他欧州
  • アジア太平洋のゲーム機市場スナップショット
    • 中国
    • インド
    • 日本
    • オーストラリア
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカのゲーム機市場スナップショット
    • ブラジル
    • メキシコ
  • 中東・アフリカ
    • サウジアラビア
    • 南アフリカ
    • その他中東・アフリカ

第9章 競合情報

  • 主要企業のSWOT分析
  • 主要市場戦略
  • 企業プロファイル
    • Tencent Games
      • 主要情報
      • 概要
      • 財務(データの入手が可能な場合)
      • 製品概要
      • 最近の動向
    • Sony Interactive Entertainment
    • Microsoft Studios
    • Activision Blizzard
    • Nintendo Co., Ltd.
    • Rockstar Games, Inc.
    • Ubisoft Entertainment SA
    • Valve Corporation
    • Gameloft SE
    • Capcom Co., Ltd.

第10章 調査プロセス

  • 調査プロセス
    • データマイニング
    • 分析
    • 市場推定
    • 検証
    • 出版
  • 調査属性
  • 調査前提条件
図表

LIST OF TABLES

  • TABLE 1. Global Gaming Console Market, report scope
  • TABLE 2. Global Gaming Console Market estimates & forecasts by Region 2020-2030 (USD Billion)
  • TABLE 3. Global Gaming Console Market estimates & forecasts by Type 2020-2030 (USD Billion)
  • TABLE 4. Global Gaming Console Market estimates & forecasts by End-use 2020-2030 (USD Billion)
  • TABLE 5. Global Gaming Console Market estimates & forecasts by Application 2020-2030 (USD Billion)
  • TABLE 6. Global Gaming Console Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 7. Global Gaming Console Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 8. Global Gaming Console Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 9. Global Gaming Console Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 10. Global Gaming Console Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 11. Global Gaming Console Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 12. Global Gaming Console Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 13. Global Gaming Console Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 14. Global Gaming Console Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 15. Global Gaming Console Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 16. U.S. Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 17. U.S. Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 18. U.S. Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 19. Canada Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 20. Canada Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 21. Canada Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 22. UK Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 23. UK Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 24. UK Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 25. Germany Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 26. Germany Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 27. Germany Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 28. France Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 29. France Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 30. France Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 31. Italy Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 32. Italy Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 33. Italy Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 34. Spain Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 35. Spain Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 36. Spain Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 37. RoE Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 38. RoE Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 39. RoE Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 40. China Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 41. China Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 42. China Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 43. India Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 44. India Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 45. India Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 46. Japan Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 47. Japan Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 48. Japan Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 49. South Korea Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 50. South Korea Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 51. South Korea Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 52. Australia Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 53. Australia Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 54. Australia Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 55. RoAPAC Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 56. RoAPAC Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 57. RoAPAC Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 58. Brazil Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 59. Brazil Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 60. Brazil Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 61. Mexico Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 62. Mexico Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 63. Mexico Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 64. RoLA Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 65. RoLA Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 66. RoLA Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 67. Saudi Arabia Gaming Console Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 68. South Africa Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 69. RoMEA Gaming Console Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 70. List of secondary sources, used in the study of global Gaming Console Market
  • TABLE 71. List of primary sources, used in the study of global Gaming Console Market
  • TABLE 72. Years considered for the study
  • TABLE 73. Exchange rates considered

List of tables and figures and dummy in nature, final lists may vary in the final deliverable

LIST OF FIGURES

  • FIG 1. Global Gaming Console Market, research methodology
  • FIG 2. Global Gaming Console Market, Market estimation techniques
  • FIG 3. Global Market size estimates & forecast methods
  • FIG 4. Global Gaming Console Market, key trends 2022
  • FIG 5. Global Gaming Console Market, growth prospects 2023-2030
  • FIG 6. Global Gaming Console Market, porters 5 force model
  • FIG 7. Global Gaming Console Market, pest analysis
  • FIG 8. Global Gaming Console Market, value chain analysis
  • FIG 9. Global Gaming Console Market by segment, 2020 & 2030 (USD Billion)
  • FIG 10. Global Gaming Console Market by segment, 2020 & 2030 (USD Billion)
  • FIG 11. Global Gaming Console Market by segment, 2020 & 2030 (USD Billion)
  • FIG 12. Global Gaming Console Market by segment, 2020 & 2030 (USD Billion)
  • FIG 13. Global Gaming Console Market by segment, 2020 & 2030 (USD Billion)
  • FIG 14. Global Gaming Console Market, regional snapshot 2020 & 2030
  • FIG 15. North America Gaming Console Market 2020 & 2030 (USD Billion)
  • FIG 16. Europe Gaming Console Market 2020 & 2030 (USD Billion)
  • FIG 17. Asia pacific Gaming Console Market 2020 & 2030 (USD Billion)
  • FIG 18. Latin America Gaming Console Market 2020 & 2030 (USD Billion)
  • FIG 19. Middle East & Africa Gaming Console Market 2020 & 2030 (USD Billion)

List of tables and figures and dummy in nature, final lists may vary in the final deliverable

目次

Global Gaming Console Market is valued approximately at USD XXX billion in 2022 and is anticipated to grow with a healthy growth rate of more than XX% over the forecast period 2023-2030. Gaming consoles are electrical computing devices or gadgets that transmit video to a display system so that one or more people may use it to play the games that are available on it. Although computers are now much more than simply gaming consoles and are instead entertainment consoles, the term is frequently used to define their primary function. These devices offer a significantly better playing experience for the players and are far smaller than their conventional equivalents, such as arcade games. Examples of popular gaming consoles include the PlayStation, Xbox, and Nintendo Switch. The key factor driving the market growth is rising demand for wireless and 3D gaming console with 4k resolutions capabilities and increasing investment to aid market growth. Also, the rising popularity of e-sports is anticipated to support the market growth.

Moreover, the rising popularity of e-sports is supporting the growth of the gaming console market by creating a larger audience and driving demand for high-performance gaming hardware. As e-sports gain mainstream recognition and attract a larger following, more individuals are becoming interested in competitive gaming and investing in gaming consoles to enhance their gaming experience. This increased demand for gaming consoles, which offer advanced graphics, processing power, and multiplayer capabilities, is contributing to market growth. According to Statista, in 2020, the global eSports audience was 435.7 million; in 2022 the number reached 532 million and it is anticipated to reach 640.8 million by 2025. As a result, the rising popularity of esports is anticipated to support the market growth during forecast period. Additionally, rising number of online users is anticipated to create the lucrative opportunity for the market during forecast period. However, the lack of skilled professionals and increasing piracy rate stifles market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Gaming Console Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominated the market in 2022 owing to the rising demand for gaming consoles based on advanced technologies such as AR/VR platform, Bluetooth, cloud services, 3D technology and others and growing number of gaming users. Asia Pacific is expected to grow significantly during the forecast period, owing to factors such as presence of key market players, technological advancement and development in gaming console, and online gaming streaming is anticipated to support the market growth in the region.

Major market players included in this report are:

  • Tencent Games
  • Sony Interactive Entertainment
  • Microsoft Studios
  • Activision Blizzard
  • Nintendo Co., Ltd.
  • Rockstar Games, Inc.
  • Ubisoft Entertainment SA
  • Valve Corporation
  • Gameloft SE
  • Capcom Co., Ltd.

Recent Developments in the Market:

  • In Aug. 2022, Leading French game developer and publisher Quantic Dream is acquired by NetEase so that it may function freely, focusing on creating and distributing its video games across all platforms while utilizing NetEase's huge game production skills.

Global Gaming Console Market Report Scope:

  • Historical Data: 2020 - 2021
  • Base Year for Estimation: 2022
  • Forecast period: 2023-2030
  • Report Coverage: Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Segments Covered: Type, End-use, Application, Region
  • Regional Scope: North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope: Free report customization (equivalent up to 8 analyst's working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Type:

  • Home Console
  • Handheld Consol

By End-use:

  • Residential
  • Commercial

By Application:

  • Gaming
  • Non-Gaming

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
    • 1.2.1. Gaming Console Market, by region, 2020-2030 (USD Billion)
    • 1.2.2. Gaming Console Market, by Type, 2020-2030 (USD Billion)
    • 1.2.3. Gaming Console Market, by End-use, 2020-2030 (USD Billion)
    • 1.2.4. Gaming Console Market, by Application, 2020-2030 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Gaming Console Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Industry Evolution
    • 2.2.2. Scope of the Study
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Gaming Console Market Dynamics

  • 3.1. Gaming Console Market Impact Analysis (2020-2030)
    • 3.1.1. Market Drivers
      • 3.1.1.1. Rising demand for wireless and 3d gaming console with 4k resolutions capabilities
      • 3.1.1.2. Increasing investment to aid growth of the market
      • 3.1.1.3. Rising popularity of e-sports
    • 3.1.2. Market Challenges
      • 3.1.2.1. High Cost of Gaming Console
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Lack of skilled professionals and increasing piracy rate

Chapter 4. Global Gaming Console Market: Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Force Impact Analysis
  • 4.3. PEST Analysis
    • 4.3.1. Political
    • 4.3.2. Economic
    • 4.3.3. Social
    • 4.3.4. Technological
    • 4.3.5. Environmental
    • 4.3.6. Legal
  • 4.4. Top investment opportunity
  • 4.5. Top winning strategies
  • 4.6. COVID-19 Impact Analysis
  • 4.7. Disruptive Trends
  • 4.8. Industry Expert Perspective
  • 4.9. Analyst Recommendation & Conclusion

Chapter 5. Global Gaming Console Market, by Type

  • 5.1. Market Snapshot
  • 5.2. Global Gaming Console Market by Type, Performance - Potential Analysis
  • 5.3. Global Gaming Console Market Estimates & Forecasts by Type 2020-2030 (USD Billion)
  • 5.4. Gaming Console Market, Sub Segment Analysis
    • 5.4.1. Home Console
    • 5.4.2. Handheld Console

Chapter 6. Global Gaming Console Market, by End-use

  • 6.1. Market Snapshot
  • 6.2. Global Gaming Console Market by End-use, Performance - Potential Analysis
  • 6.3. Global Gaming Console Market Estimates & Forecasts by End-use 2020-2030 (USD Billion)
  • 6.4. Gaming Console Market, Sub Segment Analysis
    • 6.4.1. Residential
    • 6.4.2. Commercial

Chapter 7. Global Gaming Console Market, by Application

  • 7.1. Market Snapshot
  • 7.2. Global Gaming Console Market by Application, Performance - Potential Analysis
  • 7.3. Global Gaming Console Market Estimates & Forecasts by Application 2020-2030 (USD Billion)
  • 7.4. Gaming Console Market, Sub Segment Analysis
    • 7.4.1. Gaming
    • 7.4.2. Non-Gaming

Chapter 8. Global Gaming Console Market, Regional Analysis

  • 8.1. Top Leading Countries
  • 8.2. Top Emerging Countries
  • 8.3. Gaming Console Market, Regional Market Snapshot
  • 8.4. North America Gaming Console Market
    • 8.4.1. U.S. Gaming Console Market
      • 8.4.1.1. Type breakdown estimates & forecasts, 2020-2030
      • 8.4.1.2. End-use breakdown estimates & forecasts, 2020-2030
      • 8.4.1.3. Application breakdown estimates & forecasts, 2020-2030
    • 8.4.2. Canada Gaming Console Market
  • 8.5. Europe Gaming Console Market Snapshot
    • 8.5.1. U.K. Gaming Console Market
    • 8.5.2. Germany Gaming Console Market
    • 8.5.3. France Gaming Console Market
    • 8.5.4. Spain Gaming Console Market
    • 8.5.5. Italy Gaming Console Market
    • 8.5.6. Rest of Europe Gaming Console Market
  • 8.6. Asia-Pacific Gaming Console Market Snapshot
    • 8.6.1. China Gaming Console Market
    • 8.6.2. India Gaming Console Market
    • 8.6.3. Japan Gaming Console Market
    • 8.6.4. Australia Gaming Console Market
    • 8.6.5. South Korea Gaming Console Market
    • 8.6.6. Rest of Asia Pacific Gaming Console Market
  • 8.7. Latin America Gaming Console Market Snapshot
    • 8.7.1. Brazil Gaming Console Market
    • 8.7.2. Mexico Gaming Console Market
  • 8.8. Middle East & Africa Gaming Console Market
    • 8.8.1. Saudi Arabia Gaming Console Market
    • 8.8.2. South Africa Gaming Console Market
    • 8.8.3. Rest of Middle East & Africa Gaming Console Market

Chapter 9. Competitive Intelligence

  • 9.1. Key Company SWOT Analysis
    • 9.1.1. Company 1
    • 9.1.2. Company 2
    • 9.1.3. Company 3
  • 9.2. Top Market Strategies
  • 9.3. Company Profiles
    • 9.3.1. Tencent Games
      • 9.3.1.1. Key Information
      • 9.3.1.2. Overview
      • 9.3.1.3. Financial (Subject to Data Availability)
      • 9.3.1.4. Product Summary
      • 9.3.1.5. Recent Developments
    • 9.3.2. Sony Interactive Entertainment
    • 9.3.3. Microsoft Studios
    • 9.3.4. Activision Blizzard
    • 9.3.5. Nintendo Co., Ltd.
    • 9.3.6. Rockstar Games, Inc.
    • 9.3.7. Ubisoft Entertainment SA
    • 9.3.8. Valve Corporation
    • 9.3.9. Gameloft SE
    • 9.3.10. Capcom Co., Ltd.

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes
  • 10.3. Research Assumption