家用遊戲主機的全球市場-成長,未來展望,競爭分析(2022年~2030年)
市場調查報告書
商品編碼
1133552

家用遊戲主機的全球市場-成長,未來展望,競爭分析(2022年~2030年)

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

出版日期: | 出版商: Acute Market Reports | 英文 114 Pages | 商品交期: 最快1-2個工作天內

價格

全球家用遊戲主機的市場規模,預計從2022年到2030年的預測期間內以4.2%的年複合成長率成長。技術的進步,年輕人中電玩遊戲日益流行,擴增實境和虛擬實境的出現,促進遊戲主機市場成長。可是,雲端遊戲和遊戲串流服務的崛起,成為對市場成長來說的大威脅。

本報告提供全球家用遊戲主機市場相關調查分析,供應商務展望,市場動態,市場分析,企業簡介等系統性資訊。

目錄

第1章 序文

  • 報告的說明
    • 報告的目的
    • 目標受眾
    • 主要的產品
  • 市場區隔
  • 調查手法
    • 階段Ⅰ-2次調查
    • 階段Ⅱ-1次調查
    • 階段Ⅲ-專家的審查
    • 假設
    • 所採用的方法

第2章 摘要整理

  • 市場概述:全球家用遊戲主機市場
  • 全球家用遊戲主機市場(100萬美元)(2021年):各產品
  • 全球家用遊戲主機市場(100萬美元)(2021年):各年齡
  • 全球家用遊戲主機市場(100萬美元)(2021年):各地區
  • COVID-19影響
  • 富有魅力的投資提案(2021年):各地區
  • 競爭分析
    • 主要的家用遊戲主機市場供應商的市場定位
    • 家用遊戲主機市場供應商採用的策略
    • 主要的產業策略

第3章 家用遊戲主機市場:商務展望和市場動態

  • 簡介
  • 全球家用遊戲主機市場金額(100萬美元)(2020年~2030年)
  • 市場動態
    • 推動市場要素
    • 阻礙市場要素
    • 主要課題
    • 主要的機會
  • 促進因素與阻礙因素的影響分析
  • See-Saw分析
  • 波特的五力分析
    • 供應商的力量
    • 買主的力量
    • 替代品的威脅
    • 新加入業者的威脅
    • 競爭企業間的敵對關係
  • PESTEL分析
    • 政治
    • 經濟
    • 技術性
    • 法律
    • 社會

第4章 家用遊戲主機市場:美金(100萬)(2020年~2030年):各產品

  • 市場概要
  • 成長和收益分析:2021年和2030年的比較
  • 市場區隔
    • 電玩遊戲遊戲主機
    • PC遊戲主機
    • 手持遊戲主機
    • 其他

第5章 家用遊戲主機市場:美金(100萬)(2020年~2030年):各年齡層

  • 市場概要
  • 成長和收益分析:2021年和2030年的比較
  • 市場區隔
    • 12歲~18歲
    • 19歲~23歲
    • 24歲~30歲
    • 31歲~40歲
    • 41歲~50歲
    • 50歲以上

第6章 北美的家用遊戲主機市場,美金(100萬)(2020年~2030年)

第7章 英國及歐洲聯盟的家用遊戲主機市場,美金(100萬)(2020年~2030年)

第8章 亞太地區的家用遊戲主機市場,美金(100萬)(2020年~2030年)

第9章 南美的家用遊戲主機市場,美金(100萬)(2020年~2030年)

第10章 中東及非洲的家用遊戲主機市場,美金(100萬)(2020年~2030年)

第11章 企業簡介

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

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