Gaming Console Market Size & Share 2021 to 2027

Market Size by Type (Home Console, Handheld Console [Portable, Non-portable]), by Application (Gaming, Non-gaming), by End Use (Residential, Commercial) & Forecast.
Report ID: GMI5151
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Published Date: November 2021
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Report Format: PDF

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Gaming Console Market Size

Gaming Console Market size exceeded USD 20 billion in 2020 and is projected to grow at over 8% CAGR during 2021 to 2027. The global industry shipments are estimated to surpass 90 million units by 2027.
 

Gaming Console Market Overview

The global market is witnessing rapid expansion due to the introduction of innovative audio-visual technologies. The sector is showcasing technological breakthroughs and innovation in various audio-visual devices owing to which the gaming industry is introducing robust gaming consoles & accessories.
 

Companies operating in the gaming console market are shifting toward Ultra-High-Definition TV (UDHDTV) and Full High-Definition TV (FHDTV) to support various resolutions including 4K, DCI 4K, and 8K displays. Industry leaders are introducing innovative gaming consoles that are compatible with such resolution capabilities.
 

The gaming industry registered an increase in the number of league contests for various e-sports titles and virtualized versions of sports, resulting in a rise in the number of users as virtual zones helped gamers to interact, engage & compete. The pandemic accelerated customer acquisition and engagement, supporting the overall growth.
 

Gaming Console Market Analysis

The U.S. home gaming console market is poised to showcase 8% growth rate through 2027 led by its ability to provide users a better gaming experience. The segment growth is impelled by various features including online multiplayer gaming experience and cloud support.
 

The motion-sensing capabilities of home gaming consoles provide a dynamic gaming experience to various end-users, aiding the industry expansion. The U.S. market is observing a high demand for gaming consoles due to the availability of enhanced updates/options, a wide range of selection choices, and robust product developments.
 

 

Gaming Console Market Size

The gaming console market in South Korea is expected to attain 10% gains from 2021 to 2027 propelled by the high demand for content integration with non-gaming consoles. Multi-functionality gaming consoles are used to browse various applications, which is aiding the product demand. The launch of advanced gaming consoles based on both gaming and non-gaming applications will help the market expansion.
 

The residential segment captured more than 60% of the market share in 2020 on account of the high availability of gaming console controllers and accessories. Various market players, such as Razer Inc., Microsoft Corporation, and Sony Corporation, are offering advanced accessories including headsets, charging docks for controllers, gaming mouse, rechargeable battery packs, full-size racing wheels with pedals, curved monitors, keyboards, and microphones. These offerings increase comfort and offer a dynamic gaming experience. The market is witnessing high growth credited to the introduction of smart TVs that offer optimized picture & sound, convenient connection, and low input lag.
 

 

Europe Gaming Console Market

The gaming console market in Europe accounted for nearly 33.7% of the revenue share in 2020. The easy availability of 3D gaming hardware and software in the region offers a competitive edge. New features and the adoption of modern technologies including multi-screen displays, motion sensors, and intelligent connectivity that give players a more real-time and engaging game experience are propelling the development of the 3D gaming consoles.
 

Gaming Console Market Share

Key companies include

  • Corsair Components Inc.
  • Logitech
  • Mad Catz Global Limited
  • Microsoft Corporation
  • NEC Corporation
  • Nintendo
  • NVIDIA Corporation
  • Panasonic Corporation
  • Razer Inc.
  • Samsung Electronics Corporation
  • Sega Corporation
  • Sony Corporation
  • Valve Corporation

Eminent leaders are developing new gaming consoles with advanced technology-based accessories to enable a high-quality and low latency gaming experience. These developments help in fast charging for minimum gaming downtime, reducing unwanted background noise, and improving frequency separation.
 

This market research report on gaming console includes in-depth coverage of the industry with estimates & forecast in terms of revenue in USD and shipments in Million Units from 2017 to 2027 for the following segments:

Market, By Type

  • Home console
  • Handheld console
    • Portable
    • Non-portable

Market, By Application

  • Gaming
  • Non-gaming

Market, By End-use

  • Residential
  • Commercial

The above information has been provided for the following regions and countries:

  • North America
    • U.S.
    • Canada
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Russia
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
    • Singapore
    • Australia
  • Latin America
    • Brazil
    • Mexico
    • Argentina
  • MEA
    • GCC
    • South Africa

 

Authors: Avinash Singh, Sunita Singh
Gaming Console Market Scope
  • Gaming Console Market Size
  • Gaming Console Market Trends
  • Gaming Console Market Analysis
  • Gaming Console Market Share

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

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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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