Copyright Reports & Markets. All rights reserved.

Global Connected Game Console Market Insights, Forecast to 2025

Buy now

Table of Contents

    1 Study Coverage

    • 1.1 Connected Game Console Product
    • 1.2 Key Market Segments in This Study
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global Connected Game Console Market Size Growth Rate by Type
      • 1.4.2 Standalone Console
      • 1.4.3 Handheld Console
    • 1.5 Market by Application
      • 1.5.1 Global Connected Game Console Market Size Growth Rate by Application
      • 1.5.2 Commercial
      • 1.5.3 Home Use
      • 1.5.4 Others
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global Connected Game Console Market Size
      • 2.1.1 Global Connected Game Console Revenue 2014-2025
      • 2.1.2 Global Connected Game Console Production 2014-2025
    • 2.2 Connected Game Console Growth Rate (CAGR) 2019-2025
    • 2.3 Analysis of Competitive Landscape
      • 2.3.1 Manufacturers Market Concentration Ratio (CR5 and HHI)
      • 2.3.2 Key Connected Game Console Manufacturers
        • 2.3.2.1 Connected Game Console Manufacturing Base Distribution, Headquarters
        • 2.3.2.2 Manufacturers Connected Game Console Product Offered
        • 2.3.2.3 Date of Manufacturers Enter into Connected Game Console Market
    • 2.4 Key Trends for Connected Game Console Markets & Products

    3 Market Size by Manufacturers

    • 3.1 Connected Game Console Production by Manufacturers
      • 3.1.1 Connected Game Console Production by Manufacturers
      • 3.1.2 Connected Game Console Production Market Share by Manufacturers
    • 3.2 Connected Game Console Revenue by Manufacturers
      • 3.2.1 Connected Game Console Revenue by Manufacturers (2014-2019)
      • 3.2.2 Connected Game Console Revenue Share by Manufacturers (2014-2019)
    • 3.3 Connected Game Console Price by Manufacturers
    • 3.4 Mergers & Acquisitions, Expansion Plans

    4 Connected Game Console Production by Regions

    • 4.1 Global Connected Game Console Production by Regions
      • 4.1.1 Global Connected Game Console Production Market Share by Regions
      • 4.1.2 Global Connected Game Console Revenue Market Share by Regions
    • 4.2 United States
      • 4.2.1 United States Connected Game Console Production
      • 4.2.2 United States Connected Game Console Revenue
      • 4.2.3 Key Players in United States
      • 4.2.4 United States Connected Game Console Import & Export
    • 4.3 Europe
      • 4.3.1 Europe Connected Game Console Production
      • 4.3.2 Europe Connected Game Console Revenue
      • 4.3.3 Key Players in Europe
      • 4.3.4 Europe Connected Game Console Import & Export
    • 4.4 China
      • 4.4.1 China Connected Game Console Production
      • 4.4.2 China Connected Game Console Revenue
      • 4.4.3 Key Players in China
      • 4.4.4 China Connected Game Console Import & Export
    • 4.5 Japan
      • 4.5.1 Japan Connected Game Console Production
      • 4.5.2 Japan Connected Game Console Revenue
      • 4.5.3 Key Players in Japan
      • 4.5.4 Japan Connected Game Console Import & Export
    • 4.6 South Korea
      • 4.6.1 South Korea Connected Game Console Production
      • 4.6.2 South Korea Connected Game Console Revenue
      • 4.6.3 Key Players in South Korea
      • 4.6.4 South Korea Connected Game Console Import & Export
    • 4.7 Other Regions
      • 4.7.1 Taiwan
      • 4.7.2 India
      • 4.7.3 Southeast Asia

    5 Connected Game Console Consumption by Regions

    • 5.1 Global Connected Game Console Consumption by Regions
      • 5.1.1 Global Connected Game Console Consumption by Regions
      • 5.1.2 Global Connected Game Console Consumption Market Share by Regions
    • 5.2 North America
      • 5.2.1 North America Connected Game Console Consumption by Application
      • 5.2.2 North America Connected Game Console Consumption by Countries
      • 5.2.3 United States
      • 5.2.4 Canada
      • 5.2.5 Mexico
    • 5.3 Europe
      • 5.3.1 Europe Connected Game Console Consumption by Application
      • 5.3.2 Europe Connected Game Console Consumption by Countries
      • 5.3.3 Germany
      • 5.3.4 France
      • 5.3.5 UK
      • 5.3.6 Italy
      • 5.3.7 Russia
    • 5.4 Asia Pacific
      • 5.4.1 Asia Pacific Connected Game Console Consumption by Application
      • 5.4.2 Asia Pacific Connected Game Console Consumption by Countries
      • 5.4.3 China
      • 5.4.4 Japan
      • 5.4.5 South Korea
      • 5.4.6 India
      • 5.4.7 Australia
      • 5.4.8 Indonesia
      • 5.4.9 Thailand
      • 5.4.10 Malaysia
      • 5.4.11 Philippines
      • 5.4.12 Vietnam
    • 5.5 Central & South America
      • 5.5.1 Central & South America Connected Game Console Consumption by Application
      • 5.5.2 Central & South America Connected Game Console Consumption by Country
      • 5.5.3 Brazil
    • 5.6 Middle East and Africa
      • 5.6.1 Middle East and Africa Connected Game Console Consumption by Application
      • 5.6.2 Middle East and Africa Connected Game Console Consumption by Countries
      • 5.6.3 GCC Countries
      • 5.6.4 Egypt
      • 5.6.5 South Africa

    6 Market Size by Type

    • 6.1 Global Connected Game Console Production by Type
    • 6.2 Global Connected Game Console Revenue by Type
    • 6.3 Connected Game Console Price by Type

    7 Market Size by Application

    • 7.1 Overview
    • 7.2 Global Connected Game Console Breakdown Dada by Application
      • 7.2.1 Global Connected Game Console Consumption by Application
      • 7.2.2 Global Connected Game Console Consumption Market Share by Application (2014-2019)

    8 Manufacturers Profiles

    • 8.1 Microsoft
      • 8.1.1 Microsoft Company Details
      • 8.1.2 Company Overview
      • 8.1.3 Microsoft Connected Game Console Production Revenue and Gross Margin (2014-2019)
      • 8.1.4 Microsoft Connected Game Console Product Description
      • 8.1.5 Microsoft Recent Development
    • 8.2 Sony
      • 8.2.1 Sony Company Details
      • 8.2.2 Company Overview
      • 8.2.3 Sony Connected Game Console Production Revenue and Gross Margin (2014-2019)
      • 8.2.4 Sony Connected Game Console Product Description
      • 8.2.5 Sony Recent Development
    • 8.3 Nintendo
      • 8.3.1 Nintendo Company Details
      • 8.3.2 Company Overview
      • 8.3.3 Nintendo Connected Game Console Production Revenue and Gross Margin (2014-2019)
      • 8.3.4 Nintendo Connected Game Console Product Description
      • 8.3.5 Nintendo Recent Development
    • 8.4 NVIDIA
      • 8.4.1 NVIDIA Company Details
      • 8.4.2 Company Overview
      • 8.4.3 NVIDIA Connected Game Console Production Revenue and Gross Margin (2014-2019)
      • 8.4.4 NVIDIA Connected Game Console Product Description
      • 8.4.5 NVIDIA Recent Development

    9 Production Forecasts

    • 9.1 Connected Game Console Production and Revenue Forecast
      • 9.1.1 Global Connected Game Console Production Forecast 2019-2025
      • 9.1.2 Global Connected Game Console Revenue Forecast 2019-2025
    • 9.2 Connected Game Console Production and Revenue Forecast by Regions
      • 9.2.1 Global Connected Game Console Revenue Forecast by Regions
      • 9.2.2 Global Connected Game Console Production Forecast by Regions
    • 9.3 Connected Game Console Key Producers Forecast
      • 9.3.1 United States
      • 9.3.2 Europe
      • 9.3.3 China
      • 9.3.4 Japan
      • 9.3.5 South Korea
    • 9.4 Forecast by Type
      • 9.4.1 Global Connected Game Console Production Forecast by Type
      • 9.4.2 Global Connected Game Console Revenue Forecast by Type

    10 Consumption Forecast

    • 10.1 Connected Game Console Consumption Forecast by Application
    • 10.2 Connected Game Console Consumption Forecast by Regions
    • 10.3 North America Market Consumption Forecast
      • 10.3.1 North America Connected Game Console Consumption Forecast by Regions 2019-2025
      • 10.3.2 United States
      • 10.3.3 Canada
      • 10.3.4 Mexico
    • 10.4 Europe Market Consumption Forecast
      • 10.4.1 Europe Connected Game Console Consumption Forecast by Regions 2019-2025
      • 10.4.2 Germany
      • 10.4.3 France
      • 10.4.4 UK
      • 10.4.5 Italy
      • 10.4.6 Russia
    • 10.5 Asia Pacific Market Consumption Forecast
      • 10.5.1 Asia Pacific Connected Game Console Consumption Forecast by Regions 2019-2025
      • 10.5.2 China
      • 10.5.3 Japan
      • 10.5.4 South Korea
      • 10.5.5 India
      • 10.5.6 Australia
      • 10.5.7 Indonesia
      • 10.5.8 Thailand
      • 10.5.9 Malaysia
      • 10.5.10 Philippines
      • 10.5.11 Vietnam
    • 10.6 Central & South America Market Consumption Forecast
      • 10.6.1 Central & South America Connected Game Console Consumption Forecast by Regions 2019-2025
      • 10.6.2 Brazil
    • 10.7 Middle East and Africa Market Consumption Forecast
      • 10.7.1 Middle East and Africa Connected Game Console Consumption Forecast by Regions 2019-2025
      • 10.7.2 GCC Countries
      • 10.7.3 Egypt
      • 10.7.4 South Africa

    11 Value Chain and Sales Channels Analysis

    • 11.1 Value Chain Analysis
    • 11.2 Sales Channels Analysis
      • 11.2.1 Connected Game Console Sales Channels
      • 11.2.2 Connected Game Console Distributors
    • 11.3 Connected Game Console Customers

    12 Market Opportunities & Challenges, Risks and Influences Factors Analysis

    • 12.1 Market Opportunities and Drivers
    • 12.2 Market Challenges
    • 12.3 Market Risks/Restraints

    13 Key Findings in the Global Connected Game Console Study

      14 Appendix

      • 14.1 Research Methodology
        • 14.1.1 Methodology/Research Approach
          • 14.1.1.1 Research Programs/Design
          • 14.1.1.2 Market Size Estimation
          • 14.1.1.3 Market Breakdown and Data Triangulation
        • 14.1.2 Data Source
          • 14.1.2.1 Secondary Sources
          • 14.1.2.2 Primary Sources
      • 14.2 Author Details

      A console game is a form of interactive multimedia used for entertainment. The game consists of manipulable images (and usually sounds) generated by a video game console and displayed on a television or similar audio-video system. The game itself is usually controlled and manipulated using a handheld device connected to the console, called a controller. The controller generally contains a number of buttons and directional controls, (such as analogue joysticks), each of which has been assigned a purpose for interacting with and controlling the images on the screen.
      Out of these sub segments, home console dominated the global connected game console segment in 2017, and is expected to continue its dominance in the sub segment market by 2025.
      The Connected Game Console market was valued at xx Million US$ in 2018 and is projected to reach xx Million US$ by 2025, at a CAGR of xx% during the forecast period. In this study, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Connected Game Console.

      This report presents the worldwide Connected Game Console market size (value, production and consumption), splits the breakdown (data status 2014-2019 and forecast to 2025), by manufacturers, region, type and application.
      This study also analyzes the market status, market share, growth rate, future trends, market drivers, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

      The following manufacturers are covered in this report:
      Microsoft
      Sony
      Nintendo
      NVIDIA

      Connected Game Console Breakdown Data by Type
      Standalone Console
      Handheld Console
      Connected Game Console Breakdown Data by Application
      Commercial
      Home Use
      Others

      Connected Game Console Production by Region
      United States
      Europe
      China
      Japan
      South Korea
      Other Regions

      Connected Game Console Consumption by Region
      North America
      United States
      Canada
      Mexico
      Asia-Pacific
      China
      India
      Japan
      South Korea
      Australia
      Indonesia
      Malaysia
      Philippines
      Thailand
      Vietnam
      Europe
      Germany
      France
      UK
      Italy
      Russia
      Rest of Europe
      Central & South America
      Brazil
      Rest of South America
      Middle East & Africa
      GCC Countries
      Turkey
      Egypt
      South Africa
      Rest of Middle East & Africa

      The study objectives are:
      To analyze and research the global Connected Game Console status and future forecast,involving, production, revenue, consumption, historical and forecast.
      To present the key Connected Game Console manufacturers, production, revenue, market share, and recent development.
      To split the breakdown data by regions, type, manufacturers and applications.
      To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
      To identify significant trends, drivers, influence factors in global and regions.
      To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

      In this study, the years considered to estimate the market size of Connected Game Console :
      History Year: 2014 - 2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year: 2019 - 2025

      This report includes the estimation of market size for value (million USD) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of Connected Game Console market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

      Buy now