Gaming Consoles Market size was valued at 52.19 Mn units in 2021 and the total revenue is expected to grow at 8.9 % through 2021 to 2029, reaching nearly 103.24 Mn units.Gaming Consoles Market Overview:
Open-source gaming portable structures that support video and music playback are known as gaming gadgets. Gaming has evolved into an incredible and adventurous platform. There is a boom in Augmented Reality (AR) and Virtual Reality (VR), and businesses are leveraging these breakthroughs to their maximum potential, resulting in tremendous market growth. The numerous gaming genres, such as action, role play, strategy, etc. are attracting more consumers.To know about the Research Methodology :- Request Free Sample Report
Gaming Consoles Market Dynamics:
Companies are inventing new platforms to reach gamers all over the world, and the market is growing at a breakneck pace. The increased popularity of social media gaming has had a significant impact on the market's growth. Other factors driving market expansion include a growing fan base for e-sports competitions and an increase in the number of professional players. As customers adopt advanced capabilities such as record, stream, and cross-platform gameplay, there has been a significant shift in consumer tastes, which has contributed to an increase in console sales. Consumer expenditure on gaming products has increased as the degree of discretionary income has increased. Since industrial plants, supply chains, and imports and exports all have been obstructed, the COVID-19 has had a negative impact on the world economy. The Gaming Gadget Market, on the other hand, is predicted to increase at an exponential rate through 2021 and beyond. As a result of the worldwide lockdown, the number of users and hours spent playing online games has skyrocketed. Market trends and challenges are analyzed and compiled in the report. The data of 2021 is considered for a better understanding of the client. Moreover, Analytics of the market is based on real numbers of past years from 2016 to 2021 with market forecast until 2029.Gaming Consoles Market Segment Analysis:
By Product, Home consoles dominated the market segment with 70 % of market share and are expected to grow with a CAGR of 7.1% over the forecast year. Home consoles are easily connected to all the display devices and have customized components to reduce power consumption and maximize space. However, handheld consoles are expected to grow during the forecast period with superior portability and lower cost.By End Use, the Residential segment dominated the market with a 66% share in 2021. Due to the increasing popularity of playing video games at home and pandemic forcing people to stay at home and resulted in a substantial number of individuals opting for gaming consoles for entertainment purposes. Advanced graphics and improved content are factors driving the market growth. By Age Group, 13 – 23 dominated the market with a 45 % share in 2021. This age group is strongly influenced by industry trends and is building strong connections through games. 23 – 38 segment is expected to grow at a CAGR of 2.54 % through the forecast period. Increasing professional gamers and online game streaming has become a source of income which is attracting this age group rapidly.
Gaming Consoles Market Regional Insights:
With 45 % share, the North American region dominated the market. With the most revolutionary technology, the market is swiftly and consistently expanding. Major considerations include the region's growing popularity as a result of the social media trend and gaming competitions with millions of dollars as prizes. Through the projected year, this region is expected to increase at a CAGR of 6.4 %. China, India, and South Korea are predicted to push the Asia-Pacific market enormously by 2029, while Europe will rise at a CAGR of 5.4 % during the forecast period. Because China is becoming a significant gaming hub, the Asia-Pacific market is likely to grow rapidly. The number of online gamers and rise in online gaming tournaments in the Asia Pacific is encouraging vendors to launch various platforms. The objective of the report is to present a comprehensive analysis of the Gaming Consoles market to the stakeholders in the industry. The past and current status of the industry with the forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that include market leaders, followers, and new entrants. PORTER, PESTEL analysis with the potential impact of micro-economic factors of the market have been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers. The report also helps in understanding the Gaming Consoles market dynamics, structure by analyzing the market segments and project the Gaming Consoles market size. Clear representation of competitive analysis of key players by product, price, financial position, product portfolio, growth strategies, and regional presence in the Gaming Consoles market make the report investor’s guide.Gaming Consoles Market Scope: Inquire before buying
Global Gaming Consoles Market Report Coverage Details Base Year: 2021 Forecast Period: 2021-2029 Historical Data: 2017 to 2021 Market Size in 2021: US $ 52.19 Mn. Forecast Period 2022 to 2029 CAGR: 8.9% Market Size in 2029: US $ 103.24 Mn. Segments Covered: by Product • Handheld Consoles • Home Consoles by End Use • Residential • Commercial by Age Group • 13 - 23 • 23 – 38 • 39 – 50 Gaming Consoles Market, by Region
• North America • Europe • Asia Pacific • The Middle East and Africa • South AmericaGaming Consoles Market Key Players
• Nintendo Co., Ltd. • Sony Corporation • Microsoft • Atari, Inc. • Hyperkin, Inc. • Razer Inc. • NVIDIA Corporation • Valve Corp. • Dell Technologies • Wii • Turtle Beach • Corsair Components Inc. • Cooler Master Co. Ltd • HyperX • Republic Of Gamers • SteelSeries • Reddragon • Mad Catz Global Ltd.FAQ:
1] What segments are covered in the Gaming Consoles Market report? Ans. The segments covered in the Gaming Consoles Market report are based on Product, End-Use and Age Group. 2] Which region is expected to hold the highest share in the Gaming Consoles Market? Ans. Asia Pacific Region is expected to hold the highest share in the Gaming Consoles Market. 3] What is the market size of the Gaming Consoles Market by 2029? Ans. The market size of the Gaming Consoles Market by 2029 is 103.24 Mn Units. 4] Who are the top key players in the Gaming Consoles Market? Ans. Nintendo Co., Ltd., Sony Corporation, Microsoft, Atari, Inc., Hyperkin, Inc., Razer Inc., NVIDIA Corporation, Valve Corp., Dell Technologies, Wii, Turtle Beach, Corsair Components Inc., Cooler Master Co. Ltd, HyperX, Republic Of Gamers, SteelSeries, Reddragon, Mad Catz Global Ltd. 5] What was the market size of the Gaming Consoles Market in 2021? Ans. The market size of the Gaming Consoles Market in 2021 was 52.19Mn Units.
1. Preface 1.1. Market Definition and Key Research Objectives 1.2. Research Highlights 2. Assumptions and Research Methodology 2.1. Report Assumptions 2.2. Abbreviations 2.3. Research Methodology 2.3.1. Secondary Research 2.3.1.1. Secondary data 2.3.1.2. Secondary Sources 2.3.2. Primary Research 2.3.2.1. Data from Primary Sources 2.3.2.2. Breakdown of Primary Sources 3. Executive Summary: Gaming Consoles Market Size, by Market Value (Mn Units.) 3.1. Market Segmentation 3.2. Market Segmentation Share Analysis, 2021 3.2.1. 3.2.2. By Region (North America, Europe, Asia Pacific, South America, Middle East Africa) 3.3. Geographical Snapshot of the Gaming Consoles Market 3.4. Geographical Snapshot of the Gaming Consoles Market, By Manufacturer share 4. Gaming Consoles Market Overview, 2021-2029 4.1. Market Dynamics 4.1.1. Drivers 4.1.1.1. 4.1.1.2. By Region (North America, Europe, Asia Pacific, South America, Middle East Africa) 4.1.2. Restraints 4.1.2.1. 4.1.2.2. By Region (North America, Europe, Asia Pacific, South America, Middle East Africa) 4.1.3. Opportunities 4.1.3.1. 4.1.3.2. By Region (North America, Europe, Asia Pacific, South America, Middle East Africa) 4.1.4. Challenges 4.1.4.1. 4.1.4.2. By Region (North America, Europe, Asia Pacific, South America, Middle East Africa) 4.1.5. Industry Trends and Emerging Technologies 4.1.6. Porters Five Forces Analysis 4.1.6.1. Threat of New Entrants 4.1.6.2. Bargaining Power of Buyers/Consumers 4.1.6.3. Bargaining Power of Suppliers 4.1.6.4. Threat of Substitute Products 4.1.6.5. Intensity of Competitive Rivalry 4.1.7. Value Chain Analysis 4.1.8. Technological Roadmap 4.1.9. Regulatory landscape 4.1.10. Impact of the Covid-19 Pandemic on the Gaming Consoles Market 5. Supply Side and Demand Side Indicators 6. Gaming Consoles Market Analysis and Forecast, 2021-2029 6.1. Gaming Consoles Market Size & Y-o-Y Growth Analysis. 7. Gaming Consoles Market Analysis and Forecasts, 2021-2029 7.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 7.1.1. Handheld Consoles 7.1.2. Home Consoles 7.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 7.2.1. Residential 7.2.2. Commercial 7.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 7.3.1. 13 - 23 7.3.2. 23 – 38 7.3.3. 39 – 50 8. Gaming Consoles Market Analysis and Forecasts, By Region 8.1. Market Size (Value) Estimates & Forecast By Region, 2021-2029 8.1.1. North America 8.1.2. Europe 8.1.3. Asia-Pacific 8.1.4. Middle East & Africa 8.1.5. South America 9. North America Gaming Consoles Market Analysis and Forecasts, 2021-2029 9.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 9.1.1. Handheld Consoles 9.1.2. Home Consoles 9.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 9.2.1. Residential 9.2.2. Commercial 9.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 9.3.1. 13 - 23 9.3.2. 23 – 38 9.3.3. 39 – 50 10. North America Gaming Consoles Market Analysis and Forecasts, By Country 10.1. Market Size (Value) Estimates & Forecast By Country, 2021-2029 10.1.1. US 10.1.2. Canada 10.1.3. Mexico 11. U.S. Gaming Consoles Market Analysis and Forecasts, 2021-2029 11.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 11.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 11.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 12. Canada Gaming Consoles Market Analysis and Forecasts, 2021-2029 12.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 12.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 12.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 13. Mexico Gaming Consoles Market Analysis and Forecasts, 2021-2029 13.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 13.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 13.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 14. Europe Gaming Consoles Market Analysis and Forecasts, 2021-2029 14.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 14.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 14.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 15. Europe Gaming Consoles Market Analysis and Forecasts, By Country 15.1. Market Size (Value) Estimates & Forecast By Country, 2021-2029 15.1.1. U.K 15.1.2. France 15.1.3. Germany 15.1.4. Italy 15.1.5. Spain 15.1.6. Sweden 15.1.7. CIS Countries 15.1.8. Rest of Europe 16. U.K. Gaming Consoles Market Analysis and Forecasts, 2021-2029 16.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 16.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 16.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 17. France Gaming Consoles Market Analysis and Forecasts, 2021-2029 17.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 17.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 17.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 18. Germany Gaming Consoles Market Analysis and Forecasts, 2021-2029 18.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 18.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 18.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 19. Italy Gaming Consoles Market Analysis and Forecasts, 2021-2029 19.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 19.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 19.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 20. Spain Gaming Consoles Market Analysis and Forecasts, 2021-2029 20.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 20.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 20.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 21. Sweden Gaming Consoles Market Analysis and Forecasts, 2021-2029 21.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 21.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 21.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 22. CIS Countries Gaming Consoles Market Analysis and Forecasts, 2021-2029 22.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 22.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 22.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 23. Rest of Europe Gaming Consoles Market Analysis and Forecasts, 2021-2029 23.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 23.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 23.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 24. Asia Pacific Gaming Consoles Market Analysis and Forecasts, 2021-2029 24.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 24.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 24.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 25. Asia Pacific Gaming Consoles Market Analysis and Forecasts, by Country 25.1. Market Size (Value) Estimates & Forecast By Country, 2021-2029 25.1.1. China 25.1.2. India 25.1.3. Japan 25.1.4. South Korea 25.1.5. Australia 25.1.6. ASEAN 25.1.7. Rest of Asia Pacific 26. China Gaming Consoles Market Analysis and Forecasts, 2021-2029 26.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 26.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 26.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 27. India Gaming Consoles Market Analysis and Forecasts, 2021-2029 27.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 27.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 27.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 28. Japan Gaming Consoles Market Analysis and Forecasts, 2021-2029 28.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 28.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 28.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 29. South Korea Gaming Consoles Market Analysis and Forecasts, 2021-2029 29.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 29.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 29.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 30. Australia Gaming Consoles Market Analysis and Forecasts, 2021-2029 30.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 30.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 30.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 31. ASEAN Gaming Consoles Market Analysis and Forecasts, 2021-2029 31.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 31.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 31.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 32. Rest of Asia Pacific Gaming Consoles Market Analysis and Forecasts, 2021-2029 32.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 32.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 32.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 33. Middle East Africa Gaming Consoles Market Analysis and Forecasts, 2021-2029 33.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 33.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 33.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 34. Middle East Africa Gaming Consoles Market Analysis and Forecasts, by Country 34.1. Market Size (Value) Estimates & Forecast by Country, 2021-2029 34.1.1. South Africa 34.1.2. GCC Countries 34.1.3. Egypt 34.1.4. Nigeria 34.1.5. Rest of ME&A 35. South Africa Gaming Consoles Market Analysis and Forecasts, 2021-2029 35.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 35.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 35.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 36. GCC Countries Gaming Consoles Market Analysis and Forecasts, 2021-2029 36.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 36.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 36.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 37. Egypt Gaming Consoles Market Analysis and Forecasts, 2021-2029 37.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 37.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 37.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 38. Nigeria Gaming Consoles Market Analysis and Forecasts, 2021-2029 38.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 38.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 38.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 39. Rest of ME&A Gaming Consoles Market Analysis and Forecasts, 2021-2029 39.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 39.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 39.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 40. South America Gaming Consoles Market Analysis and Forecasts, 2021-2029 40.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 40.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 40.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 41. South America Gaming Consoles Market Analysis and Forecasts, by Country 41.1. Market Size (Value) Estimates & Forecast by Country, 2021-2029 41.1.1. Brazil 41.1.2. Argentina 41.1.3. Rest of South America 42. Brazil Gaming Consoles Market Analysis and Forecasts, 2021-2029 42.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 42.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 42.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 42.4. Mark 43. Argentina Gaming Consoles Market Analysis and Forecasts, 2021-2029 43.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 43.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 43.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 44. Rest of South America Gaming Consoles Market Analysis and Forecasts, 2021-2029 44.1. Market Size (Value) Estimates & Forecast By Product, 2021-2029 44.2. Market Size (Value) Estimates & Forecast By End Use, 2021-2029 44.3. Market Size (Value) Estimates & Forecast By Age Group, 2021-2029 45. Competitive Landscape 45.1. Geographic Footprint of Major Players in the Gaming Consoles Market 45.2. Competition Matrix 45.2.1. Competitive Benchmarking of Key Players By Age Group, Presence, Market Share, Age Groups and R&D Investment 45.2.2. New Product Launches and Product Enhancements 45.2.3. Market Consolidation 45.2.3.1. M&A by Regions, Investment and Verticals 45.2.3.2. M&A, Forward Integration and Backward Integration 45.2.3.3. Partnership, Joint Ventures and Strategic Alliances/ Sales Agreements 45.3. Company Profile : Key Players 45.3.1. Nintendo Co., Ltd. 45.3.1.1. Company Overview 45.3.1.2. Financial Overview 45.3.1.3. Geographic Footprint 45.3.1.4. Product Portfolio 45.3.1.5. Business Strategy 45.3.1.6. Recent Developments 45.3.2. Sony Corporation 45.3.3. Microsoft 45.3.4. Atari, Inc. 45.3.5. Hyperkin, Inc. 45.3.6. Razer Inc. 45.3.7. NVIDIA Corporation 45.3.8. Valve Corp. 45.3.9. Dell Technologies 45.3.10. Wii 45.3.11. Turtle Beach 45.3.12. Corsair Components Inc. 45.3.13. Cooler Master Co. Ltd 45.3.14. HyperX 45.3.15. Republic Of Gamers 45.3.16. SteelSeries 45.3.17. Reddragon 45.3.18. Mad Catz Global Ltd. 46. Primary Key Insights