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Gaming Console Market - By Type (Home Console, Handheld Console [Portable, Non-portable]), By Application (Gaming, Non-gaming), By End-use (Residential, Commercial) & Forecast, 2021-2027

  • Report ID: GMI5151
  • Published Date: Nov 2021
  • Report Format: PDF

Report Content

Chapter 1   Methodology & Scope

1.1    Scope & definitions

1.2    Methodology & forecast parameters

1.3    COVID-19 impact

1.3.1    North America

1.3.2    Europe

1.3.3    Asia Pacific

1.3.4    Latin America

1.3.5    MEA

1.4    Data sources

1.4.1    Secondary

1.4.2    Primary

Chapter 2   Executive Summary

2.1    Gaming consoles industry 360º synopsis, 2017 - 2027

2.1.1    Business trends

2.1.2    Regional trends

2.1.3    Type trends

2.1.4    Application trends

2.1.5    End use trends

Chapter 3   Gaming Consoles Industry Insights

3.1    Industry segmentation

3.2    Impact of coronavirus (COVID-19) pandemic

3.2.1    Global outlook

3.2.2    Regional outlook

3.2.2.1    North America

3.2.2.2    Europe

3.2.2.3    Asia Pacific

3.2.2.4    Latin America

3.2.2.5    MEA

3.2.3    Industry value chain

3.2.3.1    Manufacturers

3.2.3.2    Software/technology providers

3.2.3.3    System integrators

3.2.4    Competitive landscape

3.2.4.1    Strategy

3.2.4.2    Marketing

3.2.4.3    Business growth

3.3    Industry ecosystem analysis

3.3.1    Raw material suppliers

3.3.2    Component suppliers

3.3.3    Manufacturers

3.3.4    Technology/software providers

3.3.5    System integrators

3.3.6    Distributors

3.3.7    Vendor matrix

3.3.7.1    Raw material suppliers

3.3.7.2    Component suppliers

3.3.7.3    Manufacturers

3.3.7.4    Technology/software providers

3.3.7.5    System integrators

3.3.7.6    Distributors

3.4    Technology & innovation landscape

3.5    Regulatory landscape

3.5.1    North America

3.5.2    Europe

3.5.3    Asia Pacific

3.5.4    Latin America

3.5.5    MEA

3.6    Industry impact forces

3.6.1    Growth drivers

3.6.1.1    High demand for virtual reality-based gaming in North America

3.6.1.2    Rising disposable incomes in Europe

3.6.1.3    Growing popularity of cloud-based gaming in Asia Pacific

3.6.1.4    Rise of online gaming industry in Latin America

3.6.1.5    Growing penetration of internet in the Middle East & Africa

3.6.2    Industry pitfalls & challenges

3.6.2.1    Security breaches in IT systems

3.6.2.2    High cost restricting adoption in underdeveloped countries

3.7    Growth potential analysis

3.8    Porter’s analysis

3.8.1    Supplier power

3.8.2    Buyer power

3.8.3    Threat of new entrants

3.8.4    Threat of substitutes

3.8.5    Internal rivalry

3.9    PESTEL analysis

3.9.1    Political

3.9.2    Economical

3.9.3    Social

3.9.4    Technological

3.9.5    Environmental

3.9.6    Legal

Chapter 4   Competitive Landscape,

4.1    Introduction

4.2    Competitive analysis of major players

4.2.1    Microsoft Corporation

4.2.2    Sony Corporation

4.2.3    Nintendo Co. Ltd.

4.3    Competitive analysis of other prominent players

4.3.1    NVIDIA Corporation

4.3.2    Samsung Electronics Co. Ltd.

4.3.3    Logitech International S.A.

4.4    Vendor adoption matrix

Chapter 5   Gaming Consoles Market, By Type (Revenue and Shipments)

5.1    Gaming consoles market share, by type, 2020 & 2027

5.2    Home console

5.2.1    Market estimates and forecast, 2017 - 2027

5.3    Handheld console

5.3.1    Market estimates and forecast, 2017 – 2027

5.3.2    Portable console

5.3.2.1    Market estimates and forecast, 2017 – 2027

5.3.3    Non-portable console

5.3.3.1    Market estimates and forecast, 2017 – 2027

Chapter 6   Gaming Consoles Market, By Application (Revenue and Shipments)

6.1    Gaming consoles market share, by type, 2020 & 2027

6.2    Gaming

6.2.1    Market estimates and forecast, 2017 - 2027

6.3    Non-gaming

6.3.1    Market estimates and forecast, 2017 - 2027

Chapter 7   Gaming Consoles Market, By End Use (Revenue and Shipments)

7.1    Gaming consoles market share, by end use, 2020 & 2027

7.2    Residential

7.2.1    Market estimates and forecast, 2017 - 2027

7.3    Commercial

7.3.1    Market estimates and forecast, 2017 – 2027

Chapter 8   Gaming Consoles Market, By Region (Revenue and Shipments)

8.1    Gaming consoles market share, by region, 2020 & 2027

8.2    North America

8.2.1    Market estimates and forecast, 2017 – 2027

8.2.2    Market estimates and forecast, by type, 2017 – 2027

8.2.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.2.3    Market estimates and forecast, by application, 2017 – 2027

8.2.4    Market estimates and forecast, by end use, 2017 – 2027

8.2.5    U.S.

8.2.5.1    Market estimates and forecast, 2017 – 2027

8.2.5.2    Market estimates and forecast, by type, 2017 – 2027

8.2.5.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.2.5.3    Market estimates and forecast, by application, 2017 – 2027

8.2.5.4    Market estimates and forecast, by end use, 2017 – 2027

8.2.6    Canada

8.2.6.1    Market estimates and forecast, 2017 – 2027

8.2.6.2    Market estimates and forecast, by type, 2017 – 2027

8.2.6.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.2.6.3    Market estimates and forecast, by application, 2017 – 2027

8.2.6.4    Market estimates and forecast, by end use, 2017 – 2027

8.3    Europe

8.3.1    Market estimates and forecast, 2017 – 2027

8.3.2    Market estimates and forecast, by type, 2017 – 2027

8.3.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.3.3    Market estimates and forecast, by application, 2017 – 2027

8.3.4    Market estimates and forecast, by end use, 2017 – 2027

8.3.5    UK

8.3.5.1    Market estimates and forecast, 2017 – 2027

8.3.5.2    Market estimates and forecast, by type, 2017 – 2027

8.3.5.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.3.5.3    Market estimates and forecast, by application, 2017 – 2027

8.3.5.4    Market estimates and forecast, by end use, 2017 – 2027

8.3.6    Germany

8.3.6.1    Market estimates and forecast, 2017 – 2027

8.3.6.2    Market estimates and forecast, by type, 2017 – 2027

8.3.6.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.3.6.3    Market estimates and forecast, by application, 2017 – 2027

8.3.6.4    Market estimates and forecast, by end use, 2017 – 2027

8.3.7    France

8.3.7.1    Market estimates and forecast, 2017 – 2027

8.3.7.2    Market estimates and forecast, by type, 2017 – 2027

8.3.7.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.3.7.3    Market estimates and forecast, by application, 2017 – 2027

8.3.7.4    Market estimates and forecast, by end use, 2017 – 2027

8.3.8    Italy

8.3.8.1    Market estimates and forecast, 2017 – 2027

8.3.8.2    Market estimates and forecast, by type, 2017 – 2027

8.3.8.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.3.8.3    Market estimates and forecast, by application, 2017 – 2027

8.3.8.4    Market estimates and forecast, by end use, 2017 – 2027

8.3.9    Spain

8.3.9.1    Market estimates and forecast, 2017 – 2027

8.3.9.2    Market estimates and forecast, by type, 2017 – 2027

8.3.9.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.3.9.3    Market estimates and forecast, by application, 2017 – 2027

8.3.9.4    Market estimates and forecast, by end use, 2017 – 2027

8.3.10    Russia

8.3.10.1    Market estimates and forecast, 2017 – 2027

8.3.10.2    Market estimates and forecast, by type, 2017 – 2027

8.3.10.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.3.10.3    Market estimates and forecast, by application, 2017 – 2027

8.3.10.4    Market estimates and forecast, by end use, 2017 – 2027

8.4    Asia Pacific

8.4.1    Market estimates and forecast, 2017 – 2027

8.4.2    Market estimates and forecast, by type, 2017 – 2027

8.4.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.4.3    Market estimates and forecast, by application, 2017 – 2027

8.4.4    Market estimates and forecast, by end use, 2017 – 2027

8.4.5    China

8.4.5.1    Market estimates and forecast, 2017 – 2027

8.4.5.2    Market estimates and forecast, by type, 2017 – 2027

8.4.5.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.4.5.3    Market estimates and forecast, by application, 2017 – 2027

8.4.5.4    Market estimates and forecast, by end use, 2017 – 2027

8.4.6    India

8.4.6.1    Market estimates and forecast, 2017 – 2027

8.4.6.2    Market estimates and forecast, by type, 2017 – 2027

8.4.6.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.4.6.3    Market estimates and forecast, by application, 2017 – 2027

8.4.6.4    Market estimates and forecast, by end use, 2017 – 2027

8.4.7    Japan

8.4.7.1    Market estimates and forecast, 2017 – 2027

8.4.7.2    Market estimates and forecast, by type, 2017 – 2027

8.4.7.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.4.7.3    Market estimates and forecast, by application, 2017 – 2027

8.4.7.4    Market estimates and forecast, by end use, 2017 – 2027

8.4.8    South Korea

8.4.8.1    Market estimates and forecast, 2017 – 2027

8.4.8.2    Market estimates and forecast, by type, 2017 – 2027

8.4.8.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.4.8.3    Market estimates and forecast, by application, 2017 – 2027

8.4.8.4    Market estimates and forecast, by end use, 2017 – 2027

8.4.9    Singapore

8.4.9.1    Market estimates and forecast, 2017 – 2027

8.4.9.2    Market estimates and forecast, by type, 2017 – 2027

8.4.9.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.4.9.3    Market estimates and forecast, by application, 2017 – 2027

8.4.9.4    Market estimates and forecast, by end use, 2017 – 2027

8.4.10    Australia

8.4.10.1    Market estimates and forecast, 2017 – 2027

8.4.10.2    Market estimates and forecast, by type, 2017 – 2027

8.4.10.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.4.10.3    Market estimates and forecast, by application, 2017 – 2027

8.4.10.4    Market estimates and forecast, by end use, 2017 – 2027

8.5    Latin America

8.5.1    Market estimates and forecast, 2017 – 2027

8.5.2    Market estimates and forecast, by type, 2017 – 2027

8.5.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.5.3    Market estimates and forecast, by application, 2017 – 2027

8.5.4    Market estimates and forecast, by end use, 2017 – 2027

8.5.5    Brazil

8.5.5.1    Market estimates and forecast, 2017 – 2027

8.5.5.2    Market estimates and forecast, by type, 2017 – 2027

8.5.5.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.5.5.3    Market estimates and forecast, by application, 2017 – 2027

8.5.5.4    Market estimates and forecast, by end use, 2017 – 2027

8.5.6    Mexico

8.5.6.1    Market estimates and forecast, 2017 – 2027

8.5.6.2    Market estimates and forecast, by type, 2017 – 2027

8.5.6.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.5.6.3    Market estimates and forecast, by application, 2017 – 2027

8.5.6.4    Market estimates and forecast, by end use, 2017 – 2027

8.5.7    Argentina

8.5.7.1    Market estimates and forecast, 2017 – 2027

8.5.7.2    Market estimates and forecast, by type, 2017 – 2027

8.5.7.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.5.7.3    Market estimates and forecast, by application, 2017 – 2027

8.5.7.4    Market estimates and forecast, by end use, 2017 – 2027

8.6    MEA

8.6.1    Market estimates and forecast, 2017 – 2027

8.6.2    Market estimates and forecast, by type, 2017 – 2027

8.6.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.6.3    Market estimates and forecast, by application, 2017 – 2027

8.6.4    Market estimates and forecast, by end use, 2017 – 2027

8.6.5    GCC

8.6.5.1    Market estimates and forecast, 2017 – 2027

8.6.5.2    Market estimates and forecast, by type, 2017 – 2027

8.6.5.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.6.5.3    Market estimates and forecast, by application, 2017 – 2027

8.6.5.4    Market estimates and forecast, by end use, 2017 – 2027

8.6.6    South Africa

8.6.6.1    Market estimates and forecast, 2017 – 2027

8.6.6.2    Market estimates and forecast, by type, 2017 – 2027

8.6.6.2.1    Market estimates and forecast, by handheld console type, 2017 – 2027

8.6.6.3    Market estimates and forecast, by application, 2017 – 2027

8.6.6.4    Market estimates and forecast, by end use, 2017 – 2027

Chapter 9   Company Profiles

9.1    Atari

9.1.1    Business Overview

9.1.2    Financial Data

9.1.3    Technology Landscape

9.1.4    Strategic Outlook

9.1.5    SWOT Analysis

9.2    Logitech International SA

9.2.1    Business Overview

9.2.2    Financial Data

9.2.3    Technology Landscape

9.2.4    Strategic Outlook

9.2.5    SWOT Analysis

9.3    Mad Catz Global Limited

9.3.1    Business Overview

9.3.2    Financial Data

9.3.3    Technology Landscape

9.3.4    Strategic Outlook

9.3.5    SWOT Analysis

9.4    Microsoft Corporation

9.4.1    Business Overview

9.4.2    Financial Data

9.4.3    Technology Landscape

9.4.4    Strategic Outlook

9.4.5    SWOT Analysis

9.5    NEC Corporation

9.5.1    Business Overview

9.5.2    Financial Data

9.5.3    Technology Landscape

9.5.4    Strategic Outlook

9.5.5    SWOT Analysis

9.6    Nintendo Co. Ltd.

9.6.1    Business Overview

9.6.2    Financial Data

9.6.3    Technology Landscape

9.6.4    Strategic Outlook

9.6.5    SWOT Analysis

9.7    NVIDIA Corporation

9.7.1    Business Overview

9.7.2    Financial Data

9.7.3    Technology Landscape

9.7.4    Strategic Outlook

9.7.5    SWOT Analysis

9.8    Panasonic Corporation

9.8.1    Business Overview

9.8.2    Financial Data

9.8.3    Technology Landscape

9.8.4    Strategic Outlook

9.8.5    SWOT Analysis

9.9    Samsung Electronics Corporation

9.9.1    Business Overview

9.9.2    Financial Data

9.9.3    Technology Landscape

9.9.4    Strategic Outlook

9.9.5    SWOT Analysis

9.10    Sony Corporation

9.10.1    Business Overview

9.10.2    Financial Data

9.10.3    Technology Landscape

9.10.4    Strategic Outlook

9.10.5    SWOT Analysis

9.11    Valve Corporation

9.11.1    Business Overview

9.11.2    Financial Data

9.11.3    Technology Landscape

9.11.4    Strategic Outlook

9.11.5    SWOT Analysis
 

Authors: Suraj Gujar

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Premium Report Details

  • Base Year: 2020
  • Companies covered: 11
  • Tables & Figures: 559
  • Countries covered: 19
  • Pages: 350
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