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Global (United States, European Union and China) Game Consoles Market Research Report 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Research Scope
    • 1.2 Major Manufacturers Covered in This Report
    • 1.3 Market Segment by Type
      • 1.3.1 Global Game Consoles Market Size Growth Rate by Type (2019-2025)
      • 1.3.2 Home Video Game Consoles
      • 1.3.3 Handheld Game Consoles
      • 1.3.4 Microconsoles
      • 1.3.5 Dedicated Consoles
    • 1.4 Market Segment by Application
      • 1.4.1 Global Game Consoles Market Share by Application (2019-2025)
      • 1.4.2 Household Use
      • 1.4.3 Commercial Use
    • 1.5 Study Objectives
    • 1.6 Years Considered

    2 Global Growth Trends

    • 2.1 Production and Capacity Analysis
      • 2.1.1 Global Game Consoles Production Value 2014-2025
      • 2.1.2 Global Game Consoles Production 2014-2025
      • 2.1.3 Global Game Consoles Capacity 2014-2025
      • 2.1.4 Global Game Consoles Marketing Pricing and Trends
    • 2.2 Key Producers Growth Rate (CAGR) 2019-2025
      • 2.2.1 Global Game Consoles Market Size CAGR of Key Regions
      • 2.2.2 Global Game Consoles Market Share of Key Regions
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers

    3 Market Share by Manufacturers

    • 3.1 Capacity and Production by Manufacturers
      • 3.1.1 Global Game Consoles Capacity by Manufacturers
      • 3.1.2 Global Game Consoles Production by Manufacturers
    • 3.2 Revenue by Manufacturers
      • 3.2.1 Game Consoles Revenue by Manufacturers (2014-2019)
      • 3.2.2 Game Consoles Revenue Share by Manufacturers (2014-2019)
      • 3.2.3 Global Game Consoles Market Concentration Ratio (CR5 and HHI)
    • 3.3 Game Consoles Price by Manufacturers
    • 3.4 Key Manufacturers Game Consoles Plants/Factories Distribution and Area Served
    • 3.5 Date of Key Manufacturers Enter into Game Consoles Market
    • 3.6 Key Manufacturers Game Consoles Product Offered
    • 3.7 Mergers & Acquisitions, Expansion Plans

    4 Market Size by Type

    • 4.1 Production and Production Value for Each Type
      • 4.1.1 Home Video Game Consoles Production and Production Value (2014-2019)
      • 4.1.2 Handheld Game Consoles Production and Production Value (2014-2019)
      • 4.1.3 Microconsoles Production and Production Value (2014-2019)
      • 4.1.4 Dedicated Consoles Production and Production Value (2014-2019)
    • 4.2 Global Game Consoles Production Market Share by Type
    • 4.3 Global Game Consoles Production Value Market Share by Type
    • 4.4 Game Consoles Ex-factory Price by Type

    5 Market Size by Application

    • 5.1 Overview
    • 5.2 Global Game Consoles Consumption by Application

    6 Production by Regions

    • 6.1 Global Game Consoles Production (History Data) by Regions 2014-2019
    • 6.2 Global Game Consoles Production Value (History Data) by Regions
    • 6.3 United States
      • 6.3.1 United States Game Consoles Production Growth Rate 2014-2019
      • 6.3.2 United States Game Consoles Production Value Growth Rate 2014-2019
      • 6.3.3 Key Players in United States
      • 6.3.4 United States Game Consoles Import & Export
    • 6.4 European Union
      • 6.4.1 European Union Game Consoles Production Growth Rate 2014-2019
      • 6.4.2 European Union Game Consoles Production Value Growth Rate 2014-2019
      • 6.4.3 Key Players in European Union
      • 6.4.4 European Union Game Consoles Import & Export
    • 6.5 China
      • 6.5.1 China Game Consoles Production Growth Rate 2014-2019
      • 6.5.2 China Game Consoles Production Value Growth Rate 2014-2019
      • 6.5.3 Key Players in China
      • 6.5.4 China Game Consoles Import & Export
    • 6.6 Rest of World
      • 6.6.1 Japan
      • 6.6.2 Korea
      • 6.6.3 India
      • 6.6.4 Southeast Asia

    7 Game Consoles Consumption by Regions

    • 7.1 Global Game Consoles Consumption (History Data) by Regions
    • 7.2 United States
      • 7.2.1 United States Game Consoles Consumption by Type
      • 7.2.2 United States Game Consoles Consumption by Application
    • 7.3 European Union
      • 7.3.1 European Union Game Consoles Consumption by Type
      • 7.3.2 European Union Game Consoles Consumption by Application
    • 7.4 China
      • 7.4.1 China Game Consoles Consumption by Type
      • 7.4.2 China Game Consoles Consumption by Application
    • 7.5 Rest of World
      • 7.5.1 Rest of World Game Consoles Consumption by Type
      • 7.5.2 Rest of World Game Consoles Consumption by Application
      • 7.5.1 Japan
      • 7.5.2 Korea
      • 7.5.3 India
      • 7.5.4 Southeast Asia

    8 Company Profiles

    • 8.1 Microsoft
      • 8.1.1 Microsoft Company Details
      • 8.1.2 Company Description and Business Overview
      • 8.1.3 Production and Revenue of Game Consoles
      • 8.1.4 Game Consoles Product Introduction
      • 8.1.5 Microsoft Recent Development
    • 8.2 Nintendo
      • 8.2.1 Nintendo Company Details
      • 8.2.2 Company Description and Business Overview
      • 8.2.3 Production and Revenue of Game Consoles
      • 8.2.4 Game Consoles Product Introduction
      • 8.2.5 Nintendo Recent Development
    • 8.3 Sony
      • 8.3.1 Sony Company Details
      • 8.3.2 Company Description and Business Overview
      • 8.3.3 Production and Revenue of Game Consoles
      • 8.3.4 Game Consoles Product Introduction
      • 8.3.5 Sony Recent Development
    • 8.4 Razer
      • 8.4.1 Razer Company Details
      • 8.4.2 Company Description and Business Overview
      • 8.4.3 Production and Revenue of Game Consoles
      • 8.4.4 Game Consoles Product Introduction
      • 8.4.5 Razer Recent Development
    • 8.5 NVIDIA
      • 8.5.1 NVIDIA Company Details
      • 8.5.2 Company Description and Business Overview
      • 8.5.3 Production and Revenue of Game Consoles
      • 8.5.4 Game Consoles Product Introduction
      • 8.5.5 NVIDIA Recent Development
    • 8.6 OUYA
      • 8.6.1 OUYA Company Details
      • 8.6.2 Company Description and Business Overview
      • 8.6.3 Production and Revenue of Game Consoles
      • 8.6.4 Game Consoles Product Introduction
      • 8.6.5 OUYA Recent Development
    • 8.7 Tommo
      • 8.7.1 Tommo Company Details
      • 8.7.2 Company Description and Business Overview
      • 8.7.3 Production and Revenue of Game Consoles
      • 8.7.4 Game Consoles Product Introduction
      • 8.7.5 Tommo Recent Development

    9 Market Forecast

    • 9.1 Global Market Size Forecast
      • 9.1.1 Global Game Consoles Capacity, Production Forecast 2019-2025
      • 9.1.2 Global Game Consoles Production Value Forecast 2019-2025
    • 9.2 Market Forecast by Regions
      • 9.2.1 Global Game Consoles Production and Value Forecast by Regions 2019-2025
      • 9.2.2 Global Game Consoles Consumption Forecast by Regions 2019-2025
    • 9.3 United States
      • 9.3.1 Production and Value Forecast in United States
      • 9.3.2 Consumption Forecast in United States
    • 9.4 European Union
      • 9.4.1 Production and Value Forecast in European Union
      • 9.4.2 Consumption Forecast in European Union
    • 9.5 China
      • 9.5.1 Production and Value Forecast in China
      • 9.5.2 Consumption Forecast in China
    • 9.6 Rest of World
      • 9.6.1 Japan
      • 9.6.2 Korea
      • 9.6.3 India
      • 9.6.4 Southeast Asia
    • 9.7 Forecast by Type
      • 9.7.1 Global Game Consoles Production Forecast by Type
      • 9.7.2 Global Game Consoles Production Value Forecast by Type
    • 9.8 Consumption Forecast by Application

    10 Value Chain and Sales Channels Analysis

    • 10.1 Value Chain Analysis
    • 10.2 Sales Channels Analysis
      • 10.2.1 Game Consoles Sales Channels
      • 10.2.2 Game Consoles Distributors
    • 10.3 Game Consoles Customers

    11 Opportunities & Challenges, Threat and Affecting Factors

    • 11.1 Market Opportunities
    • 11.2 Market Challenges
    • 11.3 Porter's Five Forces Analysis

    12 Key Findings

      13 Appendix

      • 13.1 Research Methodology
        • 13.1.1 Methodology/Research Approach
          • 13.1.1.1 Research Programs/Design
          • 13.1.1.2 Market Size Estimation
          • 13.1.1.3 Market Breakdown and Data Triangulation
        • 13.1.2 Data Source
          • 13.1.2.1 Secondary Sources
          • 13.1.2.2 Primary Sources
      • 13.2 Author Details

      Gaming console is a specialized computer that is designed for interactive video gameplay and display services. A video game console functions like a PC, and it is built with the same components such as a CPU, a GPU, and RAM. Consumers play the game through a controller, which can be a handheld device with buttons, joysticks, or keypads. The video output and sound output are delivered through a TV or a similar audio-visual system.
      The segment “TV game consoles” holds the highest share of the video game console market; while “handheld game console” accounts for the remaining share. 
      In 2019, the market size of Game Consoles is xx million US$ and it will reach xx million US$ in 2025, growing at a CAGR of xx% from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
      In this report, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Game Consoles.

      This report studies the global market size of Game Consoles, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
      This study presents the Game Consoles production, revenue, market share and growth rate for each key company, and also covers the breakdown data (production, consumption, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
      For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.

      In global market, the following companies are covered:
      Microsoft
      Nintendo
      Sony
      Razer
      NVIDIA
      OUYA
      Tommo
      ...

      Market Segment by Product Type
      Home Video Game Consoles
      Handheld Game Consoles
      Microconsoles
      Dedicated Consoles

      Market Segment by Application
      Household Use
      Commercial Use

      Key Regions split in this report: breakdown data for each region.
      United States
      China
      European Union
      Rest of World (Japan, Korea, India and Southeast Asia)

      The study objectives are:
      To analyze and research the Game Consoles status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
      To present the key Game Consoles manufacturers, presenting the sales, revenue, market share, and recent development for key players.
      To split the breakdown data by regions, type, companies 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 Game Consoles are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025

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