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市場調查報告書

遊戲主機的全球市場:2016-2020年

Global Gaming Console Market 2016-2020

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 350480
出版日期 內容資訊 英文 54 Pages
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遊戲主機的全球市場:2016-2020年 Global Gaming Console Market 2016-2020
出版日期: 2016年01月20日 內容資訊: 英文 54 Pages
簡介

全球遊戲主機市場預計從2016年到2020年以13.13%的年複合成長率成長。

本報告提供全球遊戲主機市場相關調查,市場概要,主要供應商的提供產品,整體市場及各類型、地區的收益規模的變化與預測,市場的各種影響因素及主要趨勢分析,競爭環境,主要經營者趨勢等彙整資料。

第1章 摘要整理

第2章 調查範圍

  • 市場概要
  • 基準年
  • 供應商區分
  • 資料
  • 主要供應商的提供產品

第3章 市場調查手法

  • 調查手法
  • 經濟指標

第4章 簡介

  • 主要市場焦點

第5章 市場形勢

  • 市場概要
  • 市場規模、預測
  • 波特的五力分析

第6章 市場區隔:各類型

  • 全球遊戲主機市場區隔:各類型
  • 全球電視遊戲機市場
  • 全球終端遊戲主機市場

第7章 地區區分

  • 全球遊戲主機市場區隔:各地區
  • EMEA (歐洲、中東、非洲) 的遊戲主機市場
  • 南北美洲的遊戲主機市場
  • APAC (亞太地區) 的遊戲主機市場

第8章 主要國家

第9章 市場促進因素

  • 視聽設備的創新
  • 遊戲玩家的生活方式、人口統計的變化
  • 技術進步、產品創新
  • 遊戲主機風扇的硬體設備需求收益化

第10章 促進要素的影響

第11章 市場課題

  • e運動的遊戲主機受歡迎低
  • 替代遊戲平台的可用性
  • 高額的遊戲主機硬體設備
  • 市場急劇下跌

第12章 促進要素與課題的影響

第13章 市場趨勢

  • 多功能遊戲主機的可用性
  • 串流網站的合作
  • 遊戲化的登場

第14章 供應商環境

  • 競爭情形
  • 其他的有力供應商

第15章 主要供應商分析

  • Mad Catz Interactive
  • Microsoft
  • 任天堂
  • SONY電腦娛樂

第16章 附錄

第17章 關於Technavio

圖表

目錄
Product Code: IRTNTR8089

About Gaming Console

Gaming consoles are the most popular devices among the various gaming platforms available in the market. These specialized computers are designed for interactive video gaming and are built with similar components, such as a central processing unit (CPU), graphics processing unit (GPU), and random access memory (RAM).

Peripherals such as joysticks, mouse, keypads, and others are used as input systems. Video and audio outputs are enabled by plugging the console into a TV or similar audio-visual system. Handheld gaming consoles are compact, mobile versions of gaming consoles and have inbuilt displays, speakers, and controls.

Technavio's analysts forecast the global gaming console market to grow at a CAGR of 13.13% during the period 2016-2020.

Covered in this report

The report covers the present scenario and the growth prospects of the global gaming console market for 2016-2020. To calculate the market size, the report includes revenue generated through the sale of gaming consoles. The report segments the market by game genre and provides a detailed analysis of the market scenario for both TV and handheld consoles.

The market is divided into the following segments based on type:

  • TV gaming consoles
  • Handheld gaming consoles

Technavio's report, Global Gaming Console Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Mad Catz
  • Microsoft
  • Nintendo
  • Sony

Other Prominent Vendors

  • NVIDIA
  • OUYA
  • Tommo

Market driver

  • Innovations in audio-visual devices
  • For a full, detailed list, view our report

Market challenge

  • Low popularity of gaming consoles in e-sports
  • For a full, detailed list, view our report

Market trend

  • Availability of multi-functional gaming consoles
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2020 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Base year
  • Vendor segmentation
  • Numerical figures
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by type

  • Global gaming console market segmentation by type
  • Global TV gaming console market
  • Global handheld gaming console market

PART 07: Geographical segmentation

  • Segmentation of global gaming console market by region
  • Gaming console market in EMEA
  • Gaming console market in the Americas
  • Gaming console market in APAC

PART 08: Key leading countries

  • Key leading countries

PART 09: Market drivers

  • Innovations in audio-visual devices
  • Changing lifestyles and demographics of gamers
  • Technological advances and product innovations
  • Monetizing the hardware needs of console gaming enthusiasts

PART 10: Impact of drivers

PART 11: Market challenges

  • Low popularity of gaming consoles in e-sports
  • Availability of alternate gaming platforms
  • High cost of gaming console hardware
  • Rapid market decline

PART 12: Impact of drivers and challenges

PART 13: Market trends

  • Availability of multi-functional gaming consoles
  • Partnership with streaming websites
  • Emergence of gamification

PART 14: Vendor landscape

  • Competitive scenario
  • Other prominent vendors

PART 15: Key vendor analysis

  • Mad Catz Interactive
  • Microsoft
  • Nintendo
  • Sony Computer Entertainment

PART 16: Appendix

  • List of abbreviations

PART 17: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Global gaming console market segmentation by top vendors
  • Exhibit 03: Global gaming console market 2015-2020 ($ billions)
  • Exhibit 04: Global unit shipments of gaming consoles 2015-2020
  • Exhibit 05: Five forces analysis
  • Exhibit 06: Global gaming console market by type 2015 and 2020 ($ billions)
  • Exhibit 07: Global TV gaming console market 2015-2020 ($ billions)
  • Exhibit 08: Global handheld gaming console market 2015-2020 ($ billions)
  • Exhibit 09: Segmentation of global gaming console market by region 2015
  • Exhibit 10: Segmentation of global gaming console market by region 2020
  • Exhibit 11: Gaming console market in EMEA 2015-2020 ($ billions)
  • Exhibit 12: Regional segmentation of global TV console gaming enthusiasts 2015 (millions)
  • Exhibit 13: Market share and revenue of key leading countries in EMEA 2015
  • Exhibit 14: Gaming console market in the Americas 2015-2020 ($ billions)
  • Exhibit 15: Market share and revenue of key leading countries in the Americas 2015
  • Exhibit 16: Gaming console market in APAC 2015-2020 ($ billions)
  • Exhibit 17: Market share and revenue of key leading countries in APAC 2015
  • Exhibit 18: Key leading countries in global gaming console market 2015 (%)
  • Exhibit 19: Market share of top 10 countries in the global gaming console market 2014
  • Exhibit 20: Impact of drivers
  • Exhibit 21: Impact of drivers and challenges
  • Exhibit 22: Mad Catz Interactive: Segmentation of brand by revenue 2015
  • Exhibit 23: Mad Catz Interactive: Segmentation of revenue by platform 2015
  • Exhibit 24: Mad Catz Interactive: Segmentation of revenue by product 2015
  • Exhibit 25: Mad Catz Interactive: Segmentation of revenue by region 2014
  • Exhibit 26: Microsoft: Segmentation of revenue by business 2014
  • Exhibit 27: Microsoft: Segmentation of revenue by business 2013 and 2014 ($ billions)
  • Exhibit 28: Microsoft: Segmentation of revenue by region 2014
  • Exhibit 29: Nintendo: Business segmentation by revenue 2015
  • Exhibit 30: Nintendo: Business segmentation by revenue 2014 and 2015 ($ billions)
  • Exhibit 31: Nintendo: Segmentation of revenue by region 2015
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