封面
市场调查报告书
商品编码
1871147

游戏掌上设备市场机会、成长驱动因素、产业趋势分析及预测(2025-2034年)

Gaming Handheld Market Opportunity, Growth Drivers, Industry Trend Analysis, and Forecast 2025 - 2034

出版日期: | 出版商: Global Market Insights Inc. | 英文 250 Pages | 商品交期: 2-3个工作天内

价格
简介目录

2024 年全球掌上型游戏机市场价值为 163 亿美元,预计到 2034 年将以 8.8% 的复合年增长率成长至 377 亿美元。

掌上游戏市场 - IMG1

掌上游戏设备的日益普及主要得益于游戏使用者群体的不断扩大,如今游戏玩家的年龄跨度更大,受众也更加多元化。行动优先游戏玩家的激增、免费增值游戏模式的成功以及日益丰富的游戏种类以满足不同玩家的喜好,都是推动这一增长的关键因素。随着游戏逐渐成为主流社交活动,製造商正在设计针对不同使用者群体量身定制的设备,进一步拓展了市场基础。此外,掌上游戏系统正从独立的娱乐设备发展成为能够无缝整合到更广泛的数位生态系统中的设备,这些生态系统融合了线上多人游戏、社交媒体连接和串流媒体服务。增强的无线功能和云端游戏平台的存取使用户几乎可以随时随地连接、分享和畅玩游戏,显着提升了用户参与度。强大的性能、跨装置连接和生态系统相容性,正将掌上游戏机转变为现代游戏体验中不可或缺的组成部分,并推动着该行业在全球市场的快速扩张。

市场范围
起始年份 2024
预测年份 2025-2034
起始值 163亿美元
预测值 377亿美元
复合年增长率 8.8%

混合型游戏系统市场预计在2024年将创造128亿美元的收入。这类系统能够灵活地在便携式和家用游戏模式之间切换,兼顾移动性和沈浸式游戏体验。混合型设备能够在掌机模式和主机模式之间流畅切换,因此吸引了更广泛的玩家群体,从追求便利的休閒玩家到追求多功能性的资深玩家都能找到适合自己的产品。它们在多种环境下的出色表现,使其成为全球消费者的首选。

2024年,中等续航时间的手机市占率达到67.7%。这类手机的设计兼顾了价格和性能,通常采用性价比高的组件,例如中阶晶片组和中等解析度的显示器。这些特性使得品牌能够以具有竞争力的价格提供性能良好的游戏系统,使其在发展中市场极具吸引力,因为在这些市场,经济实惠的选择至关重要。此外,快速充电技术也经常被应用,以弥补电池续航时间较短的不足,确保游戏体验不间断,并最大限度地减少停机时间。

2024年,美国掌上型游戏机市场规模达57亿美元,占全球78.2%的市占率。美国仍然是掌上游戏创新和消费的中心。其根深蒂固的游戏文化、较高的可支配收入以及先进的数位基础设施,共同造就了美国在掌上游戏领域的领先地位。众多全球製造商纷纷进军美国市场,不断突破掌上型游戏机设计、连结性和与云端游戏生态系统整合的界限。强大的电子商务通路、宽频覆盖和数位发行平台也进一步推动了各消费族群的市场成长。

全球掌上型游戏机市场的主要参与者包括 Razer、华硕、Valve Corporation(Steam Deck)、索尼互动娱乐、联想、任天堂欧洲、罗技欧洲、微软游戏(Xbox 部门)、OneXPlayer、GPD Technology、NVIDIA Corporation(GeForce Now)、AYN Odin 2、AYANEO、SteelSeries 和 Anbernic。领先的製造商正致力于硬体创新、增强连接性和以用户为中心的设计,以巩固其竞争优势。许多公司正在开发混合型和模组化平台,以满足不同的游戏偏好,兼顾便携性和主机级效能。他们正积极寻求与云端游戏和串流媒体服务提供商合作,以扩展用户对庞大数位游戏库和多人游戏生态系统的存取。此外,各公司也优先改进电池技术、散热系统和人体工学设计,以优化游戏舒适度和延长设备使用寿命。

目录

第一章:方法论与范围

第二章:执行概要

第三章:行业洞察

  • 产业生态系分析
    • 供应商格局
    • 利润率
    • 每个阶段的价值增加
    • 影响价值链的因素
  • 产业影响因素
    • 成长驱动因素
      • 游戏玩家群不断扩大
      • 连结性和生态系整合
      • 云游戏的兴起
    • 产业陷阱与挑战
      • 金融和投资障碍
      • 监管和法律风险
    • 机会
      • 永续性与人工智慧融合
      • 环保创新
  • 成长潜力分析
  • 未来市场趋势
  • 技术与创新格局
    • 当前技术趋势
    • 新兴技术
  • 价格趋势
    • 按地区
    • 依产品类型
  • 监管环境
    • 标准和合规要求
    • 区域监理框架
    • 认证标准
  • 波特的分析
  • PESTEL 分析

第四章:竞争格局

  • 介绍
  • 公司市占率分析
    • 按地区
  • 公司矩阵分析
  • 主要市场参与者的竞争分析
  • 竞争定位矩阵
  • 关键进展
    • 併购
    • 合作伙伴关係与合作
    • 新产品发布
    • 扩张计划

第五章:市场估算与预测:依产品类型划分,2021-2034年

  • 主要趋势
  • 专用掌上型游戏机
  • 混合游戏系统
  • 掌上游戏电脑
  • 安卓游戏掌机

第六章:市场估计与预测:依电池寿命划分,2021-2034年

  • 主要趋势
  • 电池寿命短的设备
  • 中等电池续航时间的设备
  • 长电池寿命设备
  • 延长电池寿命的设备

第七章:市场估计与预测:依形式划分,2021-2034年

  • 主要趋势
  • 传统手持式
  • 蛤壳
  • 滑桿
  • 模组化的
  • 折迭式

第八章:市场估算与预测:依技术划分,2021-2034年

  • 主要趋势
  • 仅触摸
  • 物理控制
  • 混合触觉和物理
  • 运动控制
  • 语音控制
  • 眼动追踪与生物识别

第九章:市场估计与预测:依年龄组别划分,2021-2034年

  • 主要趋势
  • 孩子们
  • 青少年
  • 成年人

第十章:市场估价与预测:依显示器尺寸划分,2021-2034年

  • 主要趋势
  • 小萤幕设备(3-5吋)
  • 中等萤幕设备(5-7吋)
  • 大萤幕设备(7-9吋)
  • 超大萤幕装置(9吋以上)

第十一章:市场估价与预测:依价格区间划分,2021-2034年

  • 主要趋势
  • 低的
  • 中等的
  • 高的

第十二章:市场估算与预测:依应用领域划分,2021-2034年

  • 主要趋势
  • 娱乐游戏
  • 专业竞技游戏
  • 教育游戏应用
  • 云端游戏和串流游戏

第十三章:市场估计与预测:依配销通路划分,2021-2034年

  • 主要趋势
  • 离线
  • 在线的

第十四章:市场估计与预测:依地区划分,2021-2034年

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 澳洲
    • 韩国
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
  • 中东和非洲
    • 南非
    • 沙乌地阿拉伯
    • 阿联酋

第十五章:公司简介

  • Anbernic
  • ASUS
  • AYANEO
  • AYN Odin 2
  • GPD Technology
  • Lenovo
  • Logitech
  • Microsoft Gaming (Xbox Division)
  • Nintendo
  • NVIDIA (GeForce Now)
  • OneXPlayer
  • Razer
  • Sony Interactive Entertainment
  • SteelSeries
  • Valve Corporation (Steam Deck)
简介目录
Product Code: 15009

The Global Gaming Handheld Market was valued at USD 16.3 Billion in 2024 and is estimated to grow at a CAGR of 8.8% to reach USD 37.7 Billion by 2034.

Gaming Handheld Market - IMG1

The rising popularity of handheld gaming devices is largely driven by the expansion of gaming demographics, now encompassing a wider age range and a more diverse audience. The surge of mobile-first gamers, the success of freemium gaming models, and an ever-growing variety of games catering to different preferences are key contributors to this growth. As gaming becomes a mainstream social activity, manufacturers are designing devices tailored to multiple user profiles, further diversifying the market base. In addition, handheld gaming systems are evolving beyond standalone entertainment units, integrating seamlessly with broader digital ecosystems that combine online multiplayer, social media connectivity, and streaming services. Enhanced wireless capabilities and access to cloud gaming platforms allow users to connect, share, and play from virtually anywhere, significantly improving engagement. The combination of powerful performance, cross-device connectivity, and ecosystem compatibility is transforming handheld consoles into essential components of the modern gaming experience, supporting the sector's rapid expansion across global markets.

Market Scope
Start Year2024
Forecast Year2025-2034
Start Value$16.3 Billion
Forecast Value$37.7 Billion
CAGR8.8%

The hybrid gaming systems segment generated USD 12.8 Billion in 2024. These systems offer the flexibility to switch between portable and home-based gaming, delivering both mobility and immersive play experiences. By enabling smooth transitions between handheld and docked modes, hybrid devices appeal to a broader spectrum of players ranging from casual gamers seeking convenience to dedicated enthusiasts looking for versatility. Their ability to function in multiple settings continues to make them a preferred choice among global consumers.

The medium battery life segment held 67.7% share in 2024. Devices in this category are designed with a balance between affordability and performance, often integrating cost-efficient components such as mid-tier chipsets and moderate-resolution displays. These attributes allow brands to offer capable gaming systems at competitive price points, making them attractive in developing markets where budget-friendly options are essential. Additionally, fast-charging technologies are frequently incorporated to counterbalance shorter battery durations, ensuring uninterrupted gameplay with minimal downtime.

U.S. Gaming Handheld Market generated USD 5.7 Billion in 2024, accounting for 78.2% share. The country remains a central hub for handheld gaming innovation and consumption. A well-established gaming culture, high disposable income, and advanced digital infrastructure contribute to this dominance. The U.S. is home to several global manufacturers that continue to push the boundaries of handheld design, connectivity, and integration within cloud gaming ecosystems. Its strong e-commerce channels, broadband coverage, and digital distribution platforms also reinforce market growth across consumer segments.

Key companies operating in the Global Gaming Handheld Market include Razer, ASUS, Valve Corporation (Steam Deck), Sony Interactive Entertainment, Lenovo, Nintendo of Europe, Logitech Europe, Microsoft Gaming (Xbox Division), OneXPlayer, GPD Technology, NVIDIA Corporation (GeForce Now), AYN Odin 2, AYANEO, SteelSeries, and Anbernic. Leading manufacturers are focusing on hardware innovation, enhanced connectivity, and user-centric design to strengthen their competitive positioning. Many companies are developing hybrid and modular platforms to cater to diverse gaming preferences, combining portability with console-quality performance. Partnerships with cloud gaming and streaming providers are being pursued to expand access to extensive digital libraries and multiplayer ecosystems. Firms are also prioritizing improvements in battery technology, cooling systems, and ergonomics to optimize gaming comfort and device longevity.

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Market scope and definition
  • 1.2 Research design
    • 1.2.1 Research approach
    • 1.2.2 Data collection methods
  • 1.3 Data mining sources
    • 1.3.1 Global
    • 1.3.2 Regional/Country
  • 1.4 Base estimates and calculations
    • 1.4.1 Base year calculation
    • 1.4.2 Key trends for market estimation
  • 1.5 Primary research and validation
    • 1.5.1 Primary sources
  • 1.6 Forecast model
  • 1.7 Research assumptions and limitations

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis
  • 2.2 Key market trends
    • 2.2.1 Regional
    • 2.2.2 Product type
    • 2.2.3 Battery life
    • 2.2.4 Form
    • 2.2.5 Technology
    • 2.2.6 Age group
    • 2.2.7 Display size
    • 2.2.8 Price range
    • 2.2.9 Application
    • 2.2.10 Distribution channel
  • 2.3 CXO perspectives: Strategic imperatives
    • 2.3.1 Key decision points for industry executives
    • 2.3.2 Critical success factors for market players
  • 2.4 Future outlook and strategic recommendations

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
    • 3.1.1 Supplier landscape
    • 3.1.2 Profit margin
    • 3.1.3 Value addition at each stage
    • 3.1.4 Factor affecting the value chain
  • 3.2 Industry impact forces
    • 3.2.1 Growth drivers
      • 3.2.1.1 Expanding gaming demographics
      • 3.2.1.2 Connectivity & ecosystem integration
      • 3.2.1.3 Rise of cloud gaming
    • 3.2.2 Industry pitfalls & challenges
      • 3.2.2.1 Financial & investment barriers
      • 3.2.2.2 Regulatory & legal risks
    • 3.2.3 Opportunities
      • 3.2.3.1 Sustainability & AI integration
      • 3.2.3.2 Eco-friendly innovation
  • 3.3 Growth potential analysis
  • 3.4 Future market trends
  • 3.5 Technology and innovation landscape
    • 3.5.1 Current technological trends
    • 3.5.2 Emerging technologies
  • 3.6 Price trends
    • 3.6.1 By region
    • 3.6.2 By product type
  • 3.7 Regulatory landscape
    • 3.7.1 Standards and compliance requirements
    • 3.7.2 Regional regulatory frameworks
    • 3.7.3 Certification standards
  • 3.8 Porter's analysis
  • 3.9 PESTEL analysis

Chapter 4 Competitive Landscape, 2024

  • 4.1 Introduction
  • 4.2 Company market share analysis
    • 4.2.1 By region
      • 4.2.1.1 North America
      • 4.2.1.2 Europe
      • 4.2.1.3 Asia Pacific
      • 4.2.1.4 Latin America
      • 4.2.1.5 Middle East and Africa
  • 4.3 Company matrix analysis
  • 4.4 Competitive analysis of major market players
  • 4.5 Competitive positioning matrix
  • 4.6 Key developments
    • 4.6.1 Mergers & acquisitions
    • 4.6.2 Partnerships & collaborations
    • 4.6.3 New product launches
    • 4.6.4 Expansion plans

Chapter 5 Market Estimates and Forecast, By Product Type, 2021 - 2034 (USD Billion) (Thousand Units)

  • 5.1 Key trends
  • 5.2 Dedicated handheld gaming consoles
  • 5.3 Hybrid gaming systems
  • 5.4 Handheld gaming pcs
  • 5.5 Android gaming handhelds

Chapter 6 Market Estimates and Forecast, By Battery Life, 2021 - 2034 (USD Billion) (Thousand Units)

  • 6.1 Key trends
  • 6.2 Short battery life devices
  • 6.3 Medium battery life devices
  • 6.4 Long battery life devices
  • 6.5 Extended battery life devices

Chapter 7 Market Estimates and Forecast, By Form, 2021 - 2034 (USD Billion) (Thousand Units)

  • 7.1 Key trends
  • 7.2 Traditional handheld
  • 7.3 Clamshell
  • 7.4 Slider
  • 7.5 Modular
  • 7.6 Foldable

Chapter 8 Market Estimates and Forecast, By Technology, 2021 - 2034 (USD Billion) (Thousand Units)

  • 8.1 Key trends
  • 8.2 Touch only
  • 8.3 Physical controls
  • 8.4 Hybrid touch & physical
  • 8.5 Motion control
  • 8.6 Voice control
  • 8.7 Eye tracking & biometric

Chapter 9 Market Estimates and Forecast, By Age Group, 2021 - 2034 (USD Billion) (Thousand Units)

  • 9.1 Key trends
  • 9.2 Children
  • 9.3 Teenagers
  • 9.4 Adults

Chapter 10 Market Estimates and Forecast, By Display Size, 2021 - 2034 (USD Billion) (Thousand Units)

  • 10.1 Key trends
  • 10.2 Small screen devices (3-5 inches)
  • 10.3 Medium screen devices (5-7 inches)
  • 10.4 Large screen devices (7-9 inches)
  • 10.5 Extra-large screen devices (9+ inches)

Chapter 11 Market Estimates and Forecast, By Price Range, 2021 - 2034 (USD Billion) (Thousand Units)

  • 11.1 Key trends
  • 11.2 Low
  • 11.3 Medium
  • 11.4 High

Chapter 12 Market Estimates and Forecast, By Application, 2021 - 2034 (USD Billion) (Thousand Units)

  • 12.1 Key trends
  • 12.2 Entertainment gaming
  • 12.3 Professional & competitive gaming
  • 12.4 Educational gaming applications
  • 12.5 Cloud & streaming gaming

Chapter 13 Market Estimates and Forecast, By Distribution Channel, 2021 - 2034 (USD Billion) (Thousand Units)

  • 13.1 Key trends
  • 13.2 Offline
  • 13.3 Online

Chapter 14 Market Estimates and Forecast, By Region, 2021 - 2034 (USD Billion) (Thousand Units)

  • 14.1 Key trends
  • 14.2 North America
    • 14.2.1 U.S.
    • 14.2.2 Canada
  • 14.3 Europe
    • 14.3.1 Germany
    • 14.3.2 UK
    • 14.3.3 France
    • 14.3.4 Italy
    • 14.3.5 Spain
  • 14.4 Asia Pacific
    • 14.4.1 China
    • 14.4.2 Japan
    • 14.4.3 India
    • 14.4.4 Australia
    • 14.4.5 South Korea
  • 14.5 Latin America
    • 14.5.1 Brazil
    • 14.5.2 Mexico
    • 14.5.3 Argentina
  • 14.6 Middle East and Africa
    • 14.6.1 South Africa
    • 14.6.2 Saudi Arabia
    • 14.6.3 UAE

Chapter 15 Company Profiles

  • 15.1 Anbernic
  • 15.2 ASUS
  • 15.3 AYANEO
  • 15.4 AYN Odin 2
  • 15.5 GPD Technology
  • 15.6 Lenovo
  • 15.7 Logitech
  • 15.8 Microsoft Gaming (Xbox Division)
  • 15.9 Nintendo
  • 15.10 NVIDIA (GeForce Now)
  • 15.11 OneXPlayer
  • 15.12 Razer
  • 15.13 Sony Interactive Entertainment
  • 15.14 SteelSeries
  • 15.15 Valve Corporation (Steam Deck)