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市場調査レポート

3Dゲーム機市場 - 成長、傾向、予測(2020年~2025年)

3D Gaming Consoles Market - Growth, Trends, and Forecast (2020 - 2025)

発行 Mordor Intelligence LLP 商品コード 546852
出版日 ページ情報 英文 120 Pages
納期: 2-3営業日
価格
本日の銀行送金レート: 1USD=108.54円で換算しております。
3Dゲーム機市場 - 成長、傾向、予測(2020年~2025年) 3D Gaming Consoles Market - Growth, Trends, and Forecast (2020 - 2025)
出版日: 2020年01月01日 ページ情報: 英文 120 Pages
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概要

3Dゲーム機市場は2019年から2024年の間に15.15%のCAGRで成長する見通しです。ゲーム愛好家の平均支出の増加、購買力の向上、および世界中の開発者によって採用されている積極的なマーケティング戦略などにより3Dゲーム機需要が増加し、市場の成長要因となっています。

当レポートでは世界の3Dゲーム機市場について調査しており、市場の成長および阻害要因、コンポーネント・コンソール・プラットフォーム・地域別の市場分析、競合情勢、主要企業のプロファイル等の情報を提供しています。

目次

第1章 イントロダクション

  • 研究の成果
  • 調査の前提条件
  • 調査範囲

第2章 調査方法

第3章 エグゼクティブサマリー

第4章 市場の力学

  • 市場概況
  • 市場成長および阻害要因のイントロダクション
  • 市場成長要因
    • 3Dデバイスの人気の高まり
    • 裸眼立体視技術の開発
  • 市場阻害要因
    • パソコンとの激しい競争
    • ゲーム開発コストの高額化
  • 業界バリューチェーン分析
  • 業界の魅力 - ポーターのファイブフォース分析
    • サプライヤーの交渉力
    • バイヤー/消費者の交渉力
    • 新規参入の脅威
    • 代替製品の脅威
    • 業界内の競争

第5章 市場セグメント

  • コンポーネント別
    • ハードウェア
    • ソフトウェア
  • コンソール別
    • ホームコンソール
    • ハンドヘルドコンソール
    • マイクロコンソール
    • 専用コンソール
  • プラットフォーム別
    • マイクロソフト:Xbox
    • ソニー:プレイステーション
    • ニンテンドー:Wii
    • その他
  • 地域別
    • 北米
    • 欧州
    • アジア太平洋地域
    • その他

第6章 競合情勢

  • 企業プロファイル
    • A4Tech Co. Ltd
    • Activision Publishing Inc.
    • Electronic Art Inc.
    • Guillemot Corporation S.A. (Thrustmaster)
    • Kaneva LLC
    • Logitech Inc.
    • Microsoft Corporation
    • 任天堂株式会社
    • Oculus VR
    • ソニー・インタラクティブエンタテインメント

第7章 投資分析

第8章 市場機会および将来動向

目次
Product Code: 56783

Market Overview

The 3D gaming consoles market is expected to register a CAGR of 15.15% over the forecast period of (2020 - 2025). Rise in the average spending by gamers, increasing purchasing power, and aggressive marketing strategies adopted by developers across the globe are driving the demand for 3D gaming consoles.

  • Companies, such as Microsoft and Sony, have been introducing 3D gaming consoles, like Nintendo Switch, as an addition to the existing console options to keep gamers engaged. The addition of augmented reality and virtual reality has also increased the popularity of the software.
  • Companies, such as Microsoft, Nintendo, and Xbox, have been increasing their product portfolio by increasing the number of 3D gaming consoles available. Products, like Xbox one X, PlayStation 4, and NES Classic Edition, have been released to drive the sale of 3D gaming consoles in the market. Current 8th generation consoles utilize cutting-edge technologies including Blu Ray, motion sense technology, virtual reality (VR), HD quality video and online functions.
  • With growing technological innovation in the gaming sector, the 3D gaming console market is expected to drive the market with more gamer switching their experience to 3D gaming instead of 2D gaming.

Scope of the Report

3D gaming consoles are video games consoles, which can support stereoscopic gameplays on integrated displays. The stereoscopic images improve the experience of the gameplay and provide realism to it by creating the illusion of depth, and providing accurate structural localization, and offer a better feeling of surface materials in the gaming environment. Different consoles can be used for 3D gaming along with different platform.

Key Market Trends

Home Consoles to Dominate the 3D Gaming Consoles Market

  • Home consoles primarily dominate the market with various players such as Sony, Microsoft and Nintendo dominating the market. Sony has been leading the market with about 70,599 3D gaming consoles sold in North America alone.
  • Various features such as online multiplayer gaming, cloud support, deals associated with home consoles have been increasingly popular, which have aided in the growth of their 3D gaming consoles in the market.
  • The release of the various provision of accessories such as 4K TVs has been advantageous to the growth of home consoles as they provide better gaming experience than other options available. The advent of VR and AR technologies further enrich the gaming experience of home consoles driving their sales.
  • Product developments, updates, and selection choices for various home consoles are higher compared to Handheld, micro-consoles which allows consumers to have a varied number of options to fit the consumer's needs.

Asia-Pacific to be the Fastest Growing Market

  • Asia-Pacific is the most massive revenue generating economy for the entire gaming industry. Countries, like China, Japan, Australia, and South Korea are the prime gaming hot spots of the world, which are estimated to generate more than 40% of the gaming industry's revenues annually.
  • The region is estimated to have more than 1.5 billion active gamers creating a vast market for 3D gaming consoles in the region.
  • The easy availability of the 3D gaming hardware and software in the region, as most of the prime vendors like Nintendo are based in the region, provides the region with a competitive edge over others.
  • With the increasing penetration of home consoles and PC based gaming, the demand for 3D gaming consoles in the region is expected to grow exponentially in the near future.

Competitive Landscape

The 3D gaming consoles market is consolidated with the major player having maximum market share. Some of the key players include Electronic Art Inc., Microsoft Corporation, Nintendo Co. Ltd, Sony Computer Entertainment, Guillemot Corporation S.A. (Thrustmaster), A4Tech Co.Ltd, Activision Publishing Inc., Logitech Inc., Oculus VR, among others.

  • May 2019 - Sony Corporation (Sony) and Microsoft Corp. (Microsoft) aprtnered on new innovations to enhance customer experiences in their direct-to-consumer entertainment platforms and AI solutions.
  • January 2019 - Sony Interactive Entertainment (SIE) and AudiokineticInc., a leading global provider of cross-platform audio solutions for the gaming and interactive media industries, announced they have entered into a definitive agreement for SIE to acquire Audiokinetic. With this acquisition, SIE will tap into Audiokinetic's vast audio engineering expertise, adding significant value to the PlayStation ecosystem. Audiokinetic will continue to operate independently, licensing its multi-platform audio tools and middleware to developers in established and growth markets.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • Report customization as per the client's requirements
  • 3 months of analyst support

Table of Contents

1 INTRODUCTION

  • 1.1 Study Deliverables
  • 1.2 Study Assumptions
  • 1.3 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Introduction to Market Drivers and Restraints
  • 4.3 Market Drivers
    • 4.3.1 Growing Popularity of 3D Devices
    • 4.3.2 Development of Autostereoscopic Technology
  • 4.4 Market Restraints
    • 4.4.1 Strong Competition form PCs
    • 4.4.2 Higher Game Development Costs
  • 4.5 Industry Value Chain Analysis
  • 4.6 Industry Attractiveness - Porter's Five Force Analysis
    • 4.6.1 Bargaining Power of Suppliers
    • 4.6.2 Bargaining Power of Buyers/Consumers
    • 4.6.3 Threat of New Entrants
    • 4.6.4 Threat of Substitute Products
    • 4.6.5 Intensity of Competitive Rivalry

5 MARKET SEGMENTATION

  • 5.1 By Component
    • 5.1.1 Hardware
    • 5.1.2 Software
  • 5.2 By Console
    • 5.2.1 Home Consoles
    • 5.2.2 Hand Held Consoles
    • 5.2.3 Micro Consoles
    • 5.2.4 Dedicated Consoles
  • 5.3 By Platform
    • 5.3.1 Microsoft Xbox
    • 5.3.2 Sony PlayStation
    • 5.3.3 Nintendo Wii
    • 5.3.4 Other Platforms
  • 5.4 Geography
    • 5.4.1 North America
      • 5.4.1.1 United States
      • 5.4.1.2 Canada
    • 5.4.2 Europe
      • 5.4.2.1 United Kingdom
      • 5.4.2.2 Germany
      • 5.4.2.3 France
      • 5.4.2.4 Rest of Europe
    • 5.4.3 Asia-Pacific
      • 5.4.3.1 China
      • 5.4.3.2 Japan
      • 5.4.3.3 India
      • 5.4.3.4 Rest of Asia-Pacific
    • 5.4.4 Rest of the World

6 COMPETITIVE LANDSCAPE

  • 6.1 Company Profiles
    • 6.1.1 A4Tech Co. Ltd
    • 6.1.2 Activision Publishing Inc.
    • 6.1.3 Electronic Art Inc.
    • 6.1.4 Guillemot Corporation S.A. (Thrustmaster)
    • 6.1.5 Kaneva LLC
    • 6.1.6 Logitech Inc.
    • 6.1.7 Microsoft Corporation
    • 6.1.8 Nintendo Co. Ltd
    • 6.1.9 Oculus VR
    • 6.1.10 Sony Computer Entertainment

7 INVESTMENT ANALYSIS

8 MARKET OPPORTUNITIES AND FUTURE TRENDS