デフォルト表紙
市場調査レポート
商品コード
1452999

ハンドヘルドゲーム機の世界市場:2024-2031年

Global Handheld Game Console Market 2024-2031

出版日: | 発行: Orion Market Research | ページ情報: 英文 130 Pages | 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=157.14円
ハンドヘルドゲーム機の世界市場:2024-2031年
出版日: 2024年02月25日
発行: Orion Market Research
ページ情報: 英文 130 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のハンドヘルドゲーム機の市場規模、シェア、動向:製品別(PlayStation、Xbox、Razer Switchblade、Nintendo Switch、その他(Steam Deck、ROG Ally))、プラットフォーム別(iOS、Android、Windows、Linux)、エンドユーザー別(大人、子供)分析レポート、予測期間(2023-2030年)

ハンドヘルドゲーム機の世界市場は、技術の進歩、可処分所得の増加、消費者の選好の変化、様々なゲームオプションの利用可能性の高まりにより、予測期間(2023-2030年)にCAGR8.2%で成長すると予測されます。インターネット接続を必要とせず、オンラインだけでなくどこでもゲームをプレイできることは、携帯ゲーム機の主な利点の1つです。さらに、これらのゲーム機が家庭用ゲーム機よりも軽量でコンパクトであることも、市場のさらなる拡大を後押ししています。技術開拓は市場の主要な成長要因です。ゲーム機に利用されているハードウェアとソフトウェアの技術は、ゲーム機メーカーにより、長期にわたって継続的な技術革新と改良が行われてきました。ゲーム機で最も注目すべき技術開発はグラフィックス技術です。グラフィックス品質は、初期のシステムの8ビットグラフィックスから、現代のゲーム機の4K解像度まで大幅に向上しました。

セグメント別の展望

Nintendo Switchのサブセグメントが世界のハンドヘルドゲーム機市場でかなりのシェアを占めると予想されます。

製品別では、Nintendo Switchのサブセグメントが世界のハンドヘルドゲーム機市場でかなりのシェアを占めると予想されます。ライバルの中でもNintendo Switchは、外部スクリーンにドッキングしてのゲームプレイと携帯型ゲームの両方に使えるハイブリッドデバイスである点が特徴です。そのハイブリッドな特徴から幅広いユーザーに魅力的に映り、ファーストパーティとサードパーティの開発者の両方が多くのサポートを提供しています。ポータブルなハンドヘルドデバイスとしても、モニターやテレビと連動する従来の家庭用ゲーム機としても機能します。これにより、Switchは2つの市場を同時にターゲットにすることができます。さらに、このゲーム機はその適応性から、旅行にも便利なガジェットです。Nintendoは、Switch Liteなどの新製品を開発し、ユーザーにさらなる選択肢を提供しています。Switch Liteは携帯機器としてのみ使用可能で、初代Switchとは異なり、外部モニターには対応していません。Switch Liteの利点は、ベースモデルのSwitchよりも価格が安いことで、家庭用ゲーム機として使用するつもりのないプレイヤー向けです。同梱される2つのJoy-Conコントローラーにより、独創的なゲームプレイが可能になります。Joy-Conは、ビデオゲーム『レッツゴー、ピカチュウ!』や『レッツゴー、イーブイ!』でポケボールを投げたり、ポケモンを捕まえたりするのに使用します。そのため、ただボタンを押すよりも臨場感があります。

地域別展望

世界のハンドヘルドゲーム機市場は、北米(米国、カナダ)、欧州(英国、イタリア、スペイン、ドイツ、フランス、その他欧州地域)、アジア太平洋(インド、中国、日本、韓国、その他アジア地域)、その他アジア太平洋(中東・アフリカ、その他ラテンアメリカ)を含む地域別にさらに細分化されます。なかでも北米は、技術の進歩、可処分所得の増加、大規模な消費者基盤の存在、同地域の主要な市場プレイヤーの存在により、全世界の市場で突出したシェアを占めると予想されています。エンタテインメント・ソフトウェア協会によると、米国人の75%の家庭には少なくとも1人のゲーマーがおり、米国におけるゲーマーの平均年齢は33歳です。ゲーム機や関連商品の需要は、顧客層の増加により大幅に増加しており、この地域の産業を後押ししています。

世界のハンドヘルドゲーム機市場はアジア太平洋が大幅なCAGRで成長する見込み

全地域の中で、アジア太平洋は、特に中国、日本、韓国、インドなどの国々において、主要な市場プレイヤーの存在、人口の可処分所得の増加、若年ゲーム人口の急速な増加により、予測期間中にかなりのCAGRで成長すると予想されます。Sonyのような大手プレーヤーは、日本や韓国のようなゲーム文化の主要な部分を占める国で人気のあるプレイステーションで市場を独占しています。ハンドヘルドゲーム産業が拡大し続けるなか、日本はこうした成長機会を捉える格好の場所となると思われます。大手ゲーム機メーカー(Sony、Nintendo、Sega)の本社が日本にあるため、他のアジアのデジタルゲーム市場と比べて、日本ではコンソールゲームが特に重要です。

目次

第1章 レポート概要

  • 業界の現状分析と成長ポテンシャルの展望
  • 調査方法とツール
  • 市場内訳
    • セグメント別
    • 地域別

第2章 市場概要と洞察

  • 調査範囲
  • アナリストの洞察と現在の市場動向
    • 主な調査結果
    • 推奨事項
    • 結論

第3章 競合情勢

  • 主要企業分析
  • Atari, Inc.
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • Sony Corporation
    • 会社概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • Nintendo
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • Nvidia Corp
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • Microsoft Corp
    • 概要
    • 財務分析
    • SWOT分析
    • 最近の動向
  • 主要戦略分析

第4章 市場セグメンテーション

  • ハンドヘルドゲーム機の世界市場:製品別
    • PlayStation
    • Xbox
    • Razer Switchblade
    • Nintendo Switch
    • その他(Steam Deck、ROG Ally)
  • ハンドヘルドゲーム機の世界市場:プラットフォーム別
    • iOS
    • Android
    • Windows
    • Linux
  • ハンドヘルドゲーム機の世界市場:エンドユーザー別
    • 大人
    • 子供

第5章 地域別分析

  • 北米
    • 米国
    • カナダ
  • 欧州
    • 英国
    • ドイツ
    • イタリア
    • スペイン
    • フランス
    • その他欧州
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • 韓国
    • その他アジア太平洋
  • 世界のその他の地域

第6章 企業プロファイル

  • Corsair Memory Inc.
  • Gameloft
  • LeapFrog
  • Logitech
  • Mad Catz
  • ONEXPLAYER
  • Razer Inc.
  • Rockstar Games, Inc.,
  • Sega of America, Inc.
  • SteelSeries
  • Ubisoft
  • Valve
  • VTech Holdings Ltd.
  • Wikipad, Inc.
図表

LIST OF TABLES

  • 1.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 2.GLOBAL HANDHELD PLAYSTATION CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 3.GLOBAL HANDHELD XBOX CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 4.GLOBAL HANDHELD RAZER SWITCHBLADE CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 5.GLOBAL HANDHELD NINTENDO SWITCH CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 6.GLOBAL HANDHELD OTHER GAMING CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 7.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 8.GLOBAL IOS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 9.GLOBAL ANDROID HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 10.GLOBAL WINDOWS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 11.GLOBAL LINUX HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 12.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 13.GLOBAL HANDHELD GAME CONSOLE FOR ADULTS MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 14.GLOBAL HANDHELD GAME CONSOLE FOR CHILDREN MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 15.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 16.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 17.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 18.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 19.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 20.EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 21. EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 22.EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 23. EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 24.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 25.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 26.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 27.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 28.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 29.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 30.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 31.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)

LIST OF FIGURES

  • 1.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023 VS 2031 (%)
  • 2.GLOBAL HANDHELD PLAYSTATION CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 3.GLOBAL HANDHELD XBOX CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 4.GLOBAL HANDHELD RAZER SWITCHBLADE CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 5.GLOBAL HANDHELD NINTENDO SWITCH CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 6.GLOBAL HANDHELD OTHER GAMING CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 7.GLOBAL HANDHELD CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023 VS 2031 (%)
  • 8.GLOBAL IOS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 9.GLOBAL ANDROID HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 (%)
  • 10.GLOBAL WINDOWS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 (%)
  • 11.GLOBAL LINUX HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 (%)
  • 12.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 202 VS 2031 (%)
  • 13.GLOBAL HANDHELD GAME CONSOLE FOR ADULTS MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 14.GLOBAL HANDHELD GAME CONSOLE FOR CHILDREN MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 15.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 16.US HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 17.CANADA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 18.UK HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 19.FRANCE HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 20.GERMANY HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 21.ITALY HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 22.SPAIN HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 23.REST OF EUROPE HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 24.INDIA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 25.CHINA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 26.JAPAN HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 27.SOUTH KOREA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 28.REST OF ASIA-PACIFIC HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 29.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 30.LATIN AMERICA DRILL BIT MARKET SIZE, 2023-2031 ($ MILLION)
  • 31.THE MIDDLE EAST AND AFRICA DRILL BIT MARKET SIZE, 2023-2031 ($ MILLION)
目次
Product Code: OMR2028201

Global Handheld Game Console Market Size, Share & Trends Analysis Report by Product (PlayStation, Xbox, Razer Switchblade, Nintendo Switch, and Others (Steam Deck, ROG Ally), by Platform (iOS, Android, Windows, and Linux), and by End-Users (Adults and Children), Forecast Period (2023-2030)

The global Handheld Game Console market is anticipated to grow at a CAGR of 8.2% during the forecast period (2023-2030) owing to the technological advancements, increasing disposable incomes, changing consumer preferences and the rising availability of various gaming options. The ability to play games online as well as the anywhere without the need for an Internet connection is one of the major benefits of portable gaming consoles. Additionally, the fact that these consoles are lighter and more compact than home video game consoles has helped the market expand further. Technological developments have been a major growth driver in the market. The hardware and software technologies utilized in game consoles have undergone continuous innovation and improvement over time by the console manufacturers. The most notable technical development in game consoles has been the graphics technology; graphics quality has significantly improved from 8-bit graphics in early systems to 4K resolutions in contemporary consoles.

Segmental Outlook

The global Handheld Game Console market is segmented by the product, platform, and end-users. Based on the product, the market is sub-segmented into playstation, xbox, razer switchblade, nintendo switch, and others. Based on the platform, the market is sub-segmented into iOS, android, windows, and linux. Further, based on end-users, the market is sub-segmented into adults and children. Among the end-users, the adults sub-segment is anticipated to hold a considerable share of the market. Around 88% of those aged 16-24 were playing games on an electronic device and most 16-24-year-old gamers played online, either against or alongside other players.

The Nintendo Switch Sub-Segment is Anticipated to Hold a Considerable Share of the Global Handheld Game Console Market

Among the product, the Nintendo switch sub-segment is expected to hold a considerable share of the global handheld game console market. Among its rivals, the Nintendo Switch is unique in that it is a hybrid device that can be used for both docked gameplay on an external screen and portable gaming. Its hybrid features make it appealing to a broad range of users, and both first-party and third-party developers offer it a lot of support. It may function as a portable handheld device or as a conventional home console that is linked to a monitor or television. This allows the Switch to target two markets simultaneously. Additionally, the console is a convenient gadget to travel with due to its adaptability. Nintendo new developed product such as the Switch Lite offering users even more choices. The Switch Lite can only be used as a portable device it is not compatible with external monitors, unlike the original Switch. The benefit of the Switch Lite is that it less costly than the base model Switch, so for players who do not intend to use their device as a home console. Two Joy-Con controllers that are included with the system enable some creative gameplay. A Joy-Con is used to throw Poke Balls and capture Pokemon in the video games Let's Go, Pikachu! and Let's Go, Eevee!. This makes it feel more realistic than merely pressing a button

Regional Outlook

The global Handheld Game Console market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America. Among these, North America is anticipated to hold a prominent share of the market across the globe, owing to technological advancement, increasing disposable incomes, presence of larger consumer base and major market players in the region. According to the Entertainment Software Association, 75% of Americans have at least one gamer in their household, and the average age of a gamer in the US is 33 years old. The demand for gaming consoles and associated items has increased significantly due to the rising customer base, propelling the regional industry.

The Asia-Pacific Region is Expected to Grow at a Significant CAGR in the Global Handheld Game Console Market

Among all regions, the Asia-Pacific regions is anticipated to grow at a considerable CAGR over the forecast period owing to the due to the presence of major market players, increasing disposable income of the population and rapidly growing young gaming population in this region particularly in countries, such as China, Japan, South Korea, and India. Major players such as Sony dominates the market with its PlayStation, which is popular in countries, such as Japan and South Korea, where gaming is a major part of the culture. As the handheld game gaming industry continues to expand, Japan's will be the prime location to capture these growth opportunities. Console games are particularly crucial in Japan compared to other Asian digital gaming markets, as the headquarters of major console manufacturers (Sony, Nintendo, and Sega) are in Japan.

Market Players Outlook

The major companies serving the Handheld Game Console market include Adobe Systems Incorporated, Google Inc. (DoubleClick), AOL Inc. (Verizon Communications Inc.), Yahoo Inc., Beeswax, and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in August 2022, Logitech G and Tencent Games announced a partnership to bring a cloud gaming handheld to market which will combine Logitech G's expertise in hardware with Tencent Games' expertise in software services. To enable players to play AAA games when they are away from their console or PC, the new gadget will support a variety of cloud gaming services. Both firms are collaborating with the Xbox Cloud Gaming and NVIDIA GeForce NOW teams.

The Report Covers:

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global handheld game console market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1.Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1.Research Methods and Tools
  • 1.2.Market Breakdown
    • 1.2.1.By Segments
    • 1.2.2.By Region

2.Market Overview and Insights

  • 2.1.Scope of the Report
  • 2.2.Analyst Insight & Current Market Trends
    • 2.2.1.Key Findings
    • 2.2.2.Recommendations
    • 2.2.3.Conclusion

3.Competitive Landscape

  • 3.1.Key Company Analysis
  • 3.2.Atari, Inc.
    • 3.2.1.Overview
    • 3.2.2.Financial Analysis
    • 3.2.3.SWOT Analysis
    • 3.2.4.Recent Developments
  • 3.3.Sony Corporation
    • 3.3.1.Overview
    • 3.3.2.Financial Analysis
    • 3.3.3.SWOT Analysis
    • 3.3.4.Recent Developments
  • 3.4.Nintendo
    • 3.4.1.Overview
    • 3.4.2.Financial Analysis
    • 3.4.3.SWOT Analysis
    • 3.4.4.Recent Developments
  • 3.5.Nvidia Corp
    • 3.5.1.Overview
    • 3.5.2.Financial Analysis
    • 3.5.3.SWOT Analysis
    • 3.5.4.Recent Developments
  • 3.6.Microsoft Corp
    • 3.6.1.Overview
    • 3.6.2.Financial Analysis
    • 3.6.3.SWOT Analysis
    • 3.6.4.Recent Developments
  • 3.7.Key Strategy Analysis

4.Market Segmentation

  • 4.1.Global Handheld Game Console Market by Product
    • 4.1.1.PlayStation
    • 4.1.2.Xbox
    • 4.1.3.Razer Switchblade
    • 4.1.4.Nintendo Switch
    • 4.1.5.Others (Steam Deck, ROG Ally)
  • 4.2.Global Handheld Game Console Market by Platform
    • 4.2.1.iOS
    • 4.2.2.Android
    • 4.2.3.Windows
    • 4.2.4.Linux
  • 4.3.Global Handheld Game Console Market by End-user
    • 4.3.1.Adults
    • 4.3.2.Children

5.Regional Analysis

  • 5.1.North America
    • 5.1.1.United States
    • 5.1.2.Canada
  • 5.2.Europe
    • 5.2.1.UK
    • 5.2.2.Germany
    • 5.2.3.Italy
    • 5.2.4.Spain
    • 5.2.5.France
    • 5.2.6.Rest of Europe
  • 5.3.Asia-Pacific
    • 5.3.1.China
    • 5.3.2.India
    • 5.3.3.Japan
    • 5.3.4.South Korea
    • 5.3.5.Rest of Asia-Pacific
  • 5.4.Rest of the World

6.Company Profiles

  • 6.1.Corsair Memory Inc.
  • 6.2.Gameloft
  • 6.3.LeapFrog
  • 6.4.Logitech
  • 6.5.Mad Catz
  • 6.6.ONEXPLAYER
  • 6.7.Razer Inc.
  • 6.8.Rockstar Games, Inc.,
  • 6.9.Sega of America, Inc.
  • 6.10.SteelSeries
  • 6.11.Ubisoft
  • 6.12.Valve
  • 6.13.VTech Holdings Ltd.
  • 6.14.Wikipad, Inc.