表紙:ゲーム機の世界市場 (2023~2030年):タイプ (ホームコンソール・ハンドヘルド型)・エンドユーザー (住宅用・商用)・用途 (ゲーミング・非ゲーミング) 別の規模・シェア・成長分析・予測
市場調査レポート
商品コード
1286003

ゲーム機の世界市場 (2023~2030年):タイプ (ホームコンソール・ハンドヘルド型)・エンドユーザー (住宅用・商用)・用途 (ゲーミング・非ゲーミング) 別の規模・シェア・成長分析・予測

Global Gaming Console Market Size, Share, Growth Analysis, By Type(Home Consoles, H), By End-use(Residential, Commercial), By Application(Gaming, Non-Gaming) - Industry Forecast 2023-2030

出版日: | 発行: SkyQuest | ページ情報: 英文 157 Pages | 納期: 3~5営業日

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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 (2023~2030年):タイプ (ホームコンソール・ハンドヘルド型)・エンドユーザー (住宅用・商用)・用途 (ゲーミング・非ゲーミング) 別の規模・シェア・成長分析・予測
出版日: 2023年04月29日
発行: SkyQuest
ページ情報: 英文 157 Pages
納期: 3~5営業日
  • 全表示
  • 概要
  • 目次
概要

ゲーム機の市場規模は、2021年に229億米ドル、2022年に241億米ドルを示し、2023年から2030年にかけての予測期間中は5%のCAGRで推移し、2030年には338億米ドルの規模に成長すると予測されています。

ゲーム機市場の成長は、Bluetooth 5.0やWi-Fiなどの最先端のワイヤレス技術を搭載したゲーム機に対する消費者の需要の増加によって促進される見通しです。多くの大手企業は、ユーザーエクスペリエンスを向上させるために、ワイヤレス技術を採用したゲーム機を提供しています。また、3Dアーキテクチャを搭載したゲーム機に対する消費者需要の高まりも予測期間中の市場の拡大に拍車をかけると予想されています。

当レポートでは、世界のゲーム機の市場を調査し、市場概要、市場への各種影響因子の分析、技術・イノベーションの動向、市場規模の推移・予測、各種区分・地域別の内訳、競合情勢、主要企業のプロファイルなどをまとめています。

目次

エグゼクティブサマリー

親市場分析

  • 市場概要
  • 市場規模
  • 市場力学
  • 促進要因
  • 機会
  • 抑制要因
  • 課題
  • 主要な市場洞察
  • 技術分析
  • 価格分析
  • サプライチェーン分析
  • バリューチェーン分析
  • 市場のエコシステム
  • IP分析
  • 貿易分析
  • スタートアップ分析
  • 原材料分析
  • イノベーションマトリックス
  • パイプライン製品の分析
  • マクロ経済指標
  • 主要投資分析
  • 主要成功要因
  • 競合の程度
  • 市場力学と見通し
  • 市場力学
  • 促進要因
  • 機会
  • 抑制要因
  • 課題
  • 規制状況
  • ポーターの分析
  • 将来のディスラプションに関するSkyquestの特別な洞察

世界のゲーム機市場:タイプ別

  • 市場概要
  • ホームコンソール
  • ハンドヘルド型コンソール(ポータブル)
  • 非ポータブルコンソール
  • 世界のゲーム機市場:エンドユーザー別
  • 市場概要
  • 家庭用
  • 商用

世界のゲーム機市場:用途別

  • 市場概要
  • ゲーミング
  • 非ゲーミング
  • 世界のゲーム機市場:地域別
  • 市場概要
  • 北米
  • 北米
  • 米国
  • カナダ
  • 欧州
  • ドイツ
  • スペイン
  • フランス
  • 英国
  • その他の欧州
  • アジア太平洋
  • 中国
  • インド
  • 日本
  • 韓国
  • その他のアジア太平洋
  • ラテンアメリカ
  • ブラジル
  • その他のラテンアメリカ
  • 中東・アフリカ
  • GCC諸国
  • 南アフリカ
  • その他の中東・アフリカ
  • 競合情勢
  • 主要5社の比較
  • 主要企業の位置付け
  • 主要企業の採用戦略
  • 主要成功戦略
  • 市場における最近の活動
  • 主要企業の市場シェア
  • 主要企業プロファイル
  • Sony Corporation
  • Microsoft Corporation
  • Nintendo Co., Ltd.
  • Logitech Inc.
  • Sega Corporation
  • Atari SA
  • NVIDIA Corporation
  • Mad Catz Interactive Inc.
  • Turtle Beach Corporation
  • Hyperkin Inc.
  • Razer Inc.
  • Ouya Inc.
  • Amazon.com Inc.
  • OnLive Inc.
  • GameStick
  • Alibaba Group Holding Limited
  • ZOTAC International (MCO) Ltd.
  • Valve Corporation
  • Google LLC
  • Xiaomi Corporation
目次
Product Code: SQMIG45K2017

Global Gaming Console Market size was valued at USD 22.9 billion in 2021 and is poised to grow from USD 24.1 billion in 2022 to USD 33.8 billion by 2030, growing at a CAGR of 5% in the forecast period (2023-2030).

The gaming console market is predicted to grow quickly in the upcoming years. The creation of brand-new, cutting-edge audio visual technology may be to blame for the expansion. Due to advancements in technology and innovation in a variety of audiovisual devices, demand for these consoles has significantly increased. Customers can now have a richer and better experience thanks to the increasing availability of high-end sound and visual equipment. Additionally, it is projected that users would have a better experience with HDTVs that feature built-in WiFi connectivity, HDMI connectors, and the ability to handle external hard discs.

A video game console is a device that generates a video signal or visual image for a video game to be displayed on. It's basically a console device made with customers' desire to play video games in mind, as opposed to home PCs or arcade machines. There are several gaming consoles available today, including the Wii U, PlayStation 4, Xbox One, Steam Machine, RetroN 5, and Leap TV. The most recent change in the gaming console industry is the expansion of multi-purpose game consoles in terms of availability and acceptance. In the years to come, market growth is predicted to be positively impacted by the multi-functional consoles' many benefits, such as enabling users to download videos, browse the internet, listen to music, and watch videos all at once while playing games.

The multifunctional features that contemporary game consoles offer, such as the capacity to serve as both a gaming and an entertainment device, may increase demand for gaming consoles. The high cost of such consoles, both upfront and in terms of disc expenses, could, however, limit market growth. It is predicted that the emergence of smartphones and tablets as gaming console alternatives will significantly restrict industry growth.

In the next years, market progress may also be hampered by consumers' shifting preferences towards other platforms like internet and mobile gaming. Due to the fact that internet and mobile games are substantially less expensive than expensive console discs, the demand for gaming consoles has significantly fallen.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Gaming Console Market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined by using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Segments covered in this report:

The Global Gaming Console Market is segmented based on end user, application, type and by region. Based end user Gaming Console Market is categorized into Residential and Commercial. By Application Gaming Console Market is segmented Gaming and Non-Gaming. Based on Type Gaming Console Market is categorized in (Home Consoles and Handheld Console (Portable and Non-Portable)). Based on region Gaming Console Market is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.

Driver

Growth in the gaming console market will be fueled by increasing consumer demand for game consoles built on cutting-edge wireless technologies like Bluetooth 5.0 and Wi-Fi. A number of major companies, including Sony Corporation, are offering game consoles built on wireless technology to improve the user experience. These cutting-edge consoles would also let players play games more effectively overall by doing away with the need for tethered attachments.

Gaming in 3D is becoming increasingly popular on a global scale. Gaming with stereoscopic graphics is supported on 3D gaming consoles with an integrated high-resolution display. The user experience is enhanced and the gameplay is made more realistic with 3D gaming features including accurate 3-D localisation. Increasing consumer demand for gaming consoles with 3D architecture is also anticipated to fuel the expansion of the gaming console market over the forecast period.

Restraint

When building game consoles, manufacturers frequently run into problems due to a lack of infrastructure, experienced developers, and testers. This can be a substantial challenge in this sector. Additionally, because of the weak operating system and large levels of piracy, unauthorised users can acquire a variety of premium games for free or at a relatively low cost. Game piracy, both online and offline, is becoming more prevalent, which affects the overall sales of gaming consoles and related goods.

Market Trends

The vast majority of industry participants are switching from high-definition television (FHDTV) and advanced ultra-high-definition television (UHDTV) to standard high-definition television (SDTV). Ultra-high-definition resolutions include those found in 4K, DCI 4K, and 8K displays. A number of major game console manufacturers are working on consoles that can show resolutions as high as UHDTV and FHDTV.

The adoption of various video game console add-ons, including 4K TVs, 3D audio headphones, keyboards, and others, has supported the market expansion for gaming consoles. Users can enjoy better gaming with the help of these gadgets. Additionally, during the projection period, the adoption of other technologies, such as wireless connectivity, haptic vibration, and Blu-ray, will boost the revenue of the gaming console market.

One of the main factors boosting the advertisements segment's rise is cloud gaming. Massive amounts of gaming data may be stored via cloud services, while security measures are also improved. Important players in the gaming console industry are also incorporating cloud services into gaming consoles to offer a "game-as-a-service" model that gives users access to and material for games on demand.

Table of Contents

Executive Summary

  • Market Overview
  • Wheel of Fortune
  • Research Methodology
  • Information Procurement
  • Secondary & Primary Data Sources
  • Market Size Estimation
  • Market Assumptions & Limitations

Parent Market Analysis

  • Market Overview
  • Market Size
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Key Market Insights
  • Technology Analysis
  • Pricing Analysis
  • Supply Chain Analysis
  • Value Chain Analysis
  • Ecosystem of the Market
  • IP Analysis
  • Trade Analysis
  • Startup Analysis
  • Raw Material Analysis
  • Innovation Matrix
  • Pipeline Product Analysis
  • Macroeconomic Indicators
  • Top Investment Analysis
  • Key Success Factor
  • Degree of Competition
  • Market Dynamics & Outlook
  • Market Dynamics
  • Drivers
  • Opportunities
  • Restraints
  • Challenges
  • Regulatory Landscape
  • Porters Analysis
  • Competitive rivalry
  • Threat of Substitute Products
  • Bargaining Power of Buyers
  • Threat of New Entrants
  • Bargaining Power of Suppliers
  • Skyquest Special Insights on Future Disruptions
  • Political Impact
  • Economic Impact
  • Social Impact
  • Technical Impact
  • Environmental Impact
  • Legal Impact

Global Gaming Console Market by Type

  • Market Overview
  • Home Consoles
  • H
  • held Console (Portable
  • Non-Portable)
  • Global Gaming Console Market by End-use
  • Market Overview
  • Residential
  • Commercial

Global Gaming Console Market by Application

  • Market Overview
  • Gaming
  • Non-Gaming
  • Global Gaming Console Market Size by Region
  • Market Overview
  • North America
  • USA
  • Canada
  • Europe
  • Germany
  • Spain
  • France
  • UK
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Rest of Latin America
  • Middle East & Africa (MEA)
  • GCC Countries
  • South Africa
  • Rest of MEA
  • Competitive Landscape
  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2021
  • Strategies Adopted by Key Market Players
  • Top Winning Strategies
  • By Development
  • By Company
  • By Year
  • Recent Activities in the Market
  • Key Companies Market Share (%), 2021
  • Key Company Profiles
  • Sony Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Microsoft Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Nintendo Co., Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Logitech Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Sega Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Atari SA
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • NVIDIA Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Mad Catz Interactive Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Turtle Beach Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Hyperkin Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Razer Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Ouya Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Amazon.com Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • OnLive Inc.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • GameStick
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Alibaba Group Holding Limited
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • ZOTAC International (MCO) Ltd.
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Valve Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Google LLC
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments
  • Xiaomi Corporation
  • Company Overview
  • Business Segment Overview
  • Financial Updates
  • Key Developments