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市場調查報告書

3D遊戲主機市場 - 成長,趨勢,預測(2019年 - 2024年)

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

出版商 Mordor Intelligence Pvt Ltd 商品編碼 546852
出版日期 內容資訊 英文 120 Pages
商品交期: 2-3個工作天內
價格
3D遊戲主機市場 - 成長,趨勢,預測(2019年 - 2024年) 3D Gaming Consoles Market - Growth, Trends, and Forecast (2020 - 2025)
出版日期: 2020年01月01日內容資訊: 英文 120 Pages
簡介

3D遊戲主機市場在2019年∼2024年間,預測將以15.15%的年複合成長率成長。由於遊戲愛好家的平均支出的增加,購買力的提高,及全世界的開發商採用的積極行銷策略等,3D遊戲主機需求增加,成為市場成長要素。

本報告提供全球3D遊戲主機市場的相關調查,市場成長及阻礙因素,各零組件、主機、平台、地區的市場分析,競爭情形,主要企業的簡介等資訊。

目錄

第1章 簡介

  • 研究的成果
  • 調查的前提條件
  • 調查範圍

第2章 調查方法

第3章 摘要整理

第4章 市場力學

  • 市場概況
  • 市場成長及阻礙因素的簡介
  • 市場成長要素
    • 3D設備的人氣高漲
    • 裸眼式3D立體技術的開發
  • 市場阻礙因素
    • 跟個人電腦的激烈競爭
    • 遊戲開發成本的高額化
  • 產業價值鏈分析
  • 產業的魅力 - 波特的五力分析
    • 供應商談判力
    • 買主/消費者談判力
    • 新加入廠商的威脅
    • 替代產品的威脅
    • 產業內的競爭

第5章 市場區隔

  • 各零件
    • 硬體設備
    • 軟體
  • 各主機
    • 家用遊戲機
    • 手持主機
    • 微型計算機鞋底
    • 專用主機
  • 各平台
    • 微軟:Xbox
    • SONY:PlayStation
    • Nintendo:Wii
    • 其他
  • 各地區
    • 北美
    • 歐洲
    • 亞太地區
    • 其他

第6章 競爭情形

  • 企業簡介
    • A4Tech Co. Ltd
    • Activision Publishing Inc.
    • Electronic Art Inc.
    • Guillemot Corporation S.A. (Thrustmaster)
    • Kaneva LLC
    • Logitech Inc.
    • Microsoft Corporation
    • 任天堂株式會社
    • Oculus VR
    • SONY、互動娛樂

第7章 投資分析

第8章 市場機會及未來趨勢

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目錄
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