Gaming Consoles Market: Industry Analysis and Forecast (2021-2027) by Product, End-Use, Age Group, and Region.

Gaming Consoles Market size was valued at 47.93 Mn units in 2020 and the total revenue is expected to grow at 8.9 % through 2021 to 2027, reaching nearly 87.06 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. Gaming Consoles Market To know about the Research Methodology :- Request Free Sample Report The report has covered the market trends from 2016 to forecast the market through 2027. 2020 is considered a base year. Special attention is given to 2020 and the effect of lockdown on the demand and supply, and also the impact of lockdown for the next two years on the market. Some companies have done well in lockdown also and specific strategic analysis of those companies is done in the 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 2020 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 2019 with market forecast until 2027.

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. Gaming Consoles MarketBy End Use, the Residential segment dominated the market with a 65% share in 2020. 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. Gaming Consoles MarketThe commercial segment is expected to grow at a CAGR of 4.6 % through the forecast period. The growing fan base for e-sports competitions, gaming competitions with millions of dollars as a prize and an increase in the number of professional players are factors expected to drive the market growth. By Age Group, 13 – 23 dominated the market with a 43 % share in 2020. 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

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 2027, 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. Gaming Consoles MarketThe 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

Gaming Consoles Market

Gaming Consoles Market, by Region

• North America • Europe • Asia Pacific • The Middle East and Africa • South America

Gaming 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 2027? Ans. The market size of the Gaming Consoles Market by 2027 is 87.06 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 2020? Ans. The market size of the Gaming Consoles Market in 2020 was 47.93 Mn 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, 2020 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, 2020-2027 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, 2020-2027 6.1. Gaming Consoles Market Size & Y-o-Y Growth Analysis. 7. Gaming Consoles Market Analysis and Forecasts, 2020-2027 7.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 7.1.1. Handheld Consoles 7.1.2. Home Consoles 7.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 7.2.1. Residential 7.2.2. Commercial 7.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 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, 2020-2027 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, 2020-2027 9.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 9.1.1. Handheld Consoles 9.1.2. Home Consoles 9.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 9.2.1. Residential 9.2.2. Commercial 9.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 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, 2020-2027 10.1.1. US 10.1.2. Canada 10.1.3. Mexico 11. U.S. Gaming Consoles Market Analysis and Forecasts, 2020-2027 11.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 11.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 11.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 12. Canada Gaming Consoles Market Analysis and Forecasts, 2020-2027 12.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 12.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 12.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 13. Mexico Gaming Consoles Market Analysis and Forecasts, 2020-2027 13.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 13.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 13.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 14. Europe Gaming Consoles Market Analysis and Forecasts, 2020-2027 14.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 14.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 14.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 15. Europe Gaming Consoles Market Analysis and Forecasts, By Country 15.1. Market Size (Value) Estimates & Forecast By Country, 2020-2027 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, 2020-2027 16.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 16.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 16.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 17. France Gaming Consoles Market Analysis and Forecasts, 2020-2027 17.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 17.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 17.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 18. Germany Gaming Consoles Market Analysis and Forecasts, 2020-2027 18.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 18.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 18.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 19. Italy Gaming Consoles Market Analysis and Forecasts, 2020-2027 19.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 19.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 19.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 20. Spain Gaming Consoles Market Analysis and Forecasts, 2020-2027 20.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 20.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 20.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 21. Sweden Gaming Consoles Market Analysis and Forecasts, 2020-2027 21.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 21.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 21.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 22. CIS Countries Gaming Consoles Market Analysis and Forecasts, 2020-2027 22.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 22.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 22.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 23. Rest of Europe Gaming Consoles Market Analysis and Forecasts, 2020-2027 23.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 23.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 23.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 24. Asia Pacific Gaming Consoles Market Analysis and Forecasts, 2020-2027 24.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 24.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 24.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 25. Asia Pacific Gaming Consoles Market Analysis and Forecasts, by Country 25.1. Market Size (Value) Estimates & Forecast By Country, 2020-2027 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, 2020-2027 26.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 26.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 26.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 27. India Gaming Consoles Market Analysis and Forecasts, 2020-2027 27.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 27.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 27.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 28. Japan Gaming Consoles Market Analysis and Forecasts, 2020-2027 28.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 28.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 28.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 29. South Korea Gaming Consoles Market Analysis and Forecasts, 2020-2027 29.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 29.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 29.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 30. Australia Gaming Consoles Market Analysis and Forecasts, 2020-2027 30.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 30.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 30.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 31. ASEAN Gaming Consoles Market Analysis and Forecasts, 2020-2027 31.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 31.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 31.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 32. Rest of Asia Pacific Gaming Consoles Market Analysis and Forecasts, 2020-2027 32.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 32.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 32.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 33. Middle East Africa Gaming Consoles Market Analysis and Forecasts, 2020-2027 33.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 33.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 33.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 34. Middle East Africa Gaming Consoles Market Analysis and Forecasts, by Country 34.1. Market Size (Value) Estimates & Forecast by Country, 2020-2027 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, 2020-2027 35.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 35.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 35.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 36. GCC Countries Gaming Consoles Market Analysis and Forecasts, 2020-2027 36.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 36.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 36.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 37. Egypt Gaming Consoles Market Analysis and Forecasts, 2020-2027 37.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 37.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 37.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 38. Nigeria Gaming Consoles Market Analysis and Forecasts, 2020-2027 38.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 38.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 38.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 39. Rest of ME&A Gaming Consoles Market Analysis and Forecasts, 2020-2027 39.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 39.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 39.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 40. South America Gaming Consoles Market Analysis and Forecasts, 2020-2027 40.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 40.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 40.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 41. South America Gaming Consoles Market Analysis and Forecasts, by Country 41.1. Market Size (Value) Estimates & Forecast by Country, 2020-2027 41.1.1. Brazil 41.1.2. Argentina 41.1.3. Rest of South America 42. Brazil Gaming Consoles Market Analysis and Forecasts, 2020-2027 42.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 42.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 42.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 42.4. Mark 43. Argentina Gaming Consoles Market Analysis and Forecasts, 2020-2027 43.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 43.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 43.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 44. Rest of South America Gaming Consoles Market Analysis and Forecasts, 2020-2027 44.1. Market Size (Value) Estimates & Forecast By Product, 2020-2027 44.2. Market Size (Value) Estimates & Forecast By End Use, 2020-2027 44.3. Market Size (Value) Estimates & Forecast By Age Group, 2020-2027 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

About This Report

Report ID21598
Category Information Technology & Telecommunication
Published DateAug 2019
Updated DateOct 2021
Contact Us