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市场调查报告书
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1521044

全球游戏主机市场:预测(2024-2029)

Gaming Console Market - Forecasts from 2024 to 2029

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 124 Pages | 商品交期: 最快1-2个工作天内

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简介目录

预计2024年全球游戏主机市场规模将达538.17亿美元,2029年将达844.32亿美元,预测期内复合年增长率为9.43%。

游戏主机是一种能够在整合显示器上玩立体游戏的视讯游戏。这款游戏主机采用立体技术来营造角色深度的错觉,并在游戏过程中提供更好的表面材质感。游戏技术的快速进步,加上 3D 和虚拟实境在游戏领域的推广,预计将在未来几年推动市场扩张。

此外,对家庭游戏主机的需求旺盛,加上各种游戏锦标赛的实施和组织,正在导致市场的上升轨迹。美国、中国和日本等主要游戏国家处于推动游戏产业创新的最前沿,进一步为未来市场成长铺路。

市场驱动因素

  • 技术进步推动主机游戏市场成长

全球主机游戏市场的成长得益于任天堂和SONY等许多游戏公司积极参与新游戏主机的推出和技术创新,以便为客户提供更先进的游戏体验。先进的音讯系统、3D效果、无线系统等创新正在推动全球游戏主机市场的整体需求,因为这些新的主机游戏比传统游戏更能满足消费者的需求。

这些游戏允许消费者在玩游戏的同时浏览网路、下载影片和音讯、听音乐、观看影片和任何内容。由于这些特征,快速发展的一代对主机游戏的需求不断增加。同样,人们可支配收入的增加也增加了对主机游戏的需求。

市场挑战

  • 製造复杂性和缺乏专业经验为市场拓展带来挑战

游戏主机供应商专注于透过他们提供的产品来改善整体游戏体验,但在提供这种体验的过程中,公司必须面临复杂的设计、主机架构和原型开发问题。此外,营运结构薄弱、盗版增多以及用户未授权存取优质游戏等因素预计也将抑制游戏主机市场的成长。此外,智慧型手机的普及和 5G 的日益普及正在增强行动游戏应用,并不断向主机游戏系统转变。

  • 家用游戏主机预计将占据主要市场占有率

由于主要市场参与者对家庭游戏的偏好不断增加以及游戏主机的升级,家庭游戏主机预计将主导市场。由于云端支援、线上多人游戏等功能,家用游戏主机越来越受欢迎,而与该领域相关的许多交易是推动家用游戏主机市场的其他因素。此外,市场上的主要企业定期升级其游戏体验服务,从而导致销售增加。此外,4K 电视等配件也对该细分市场的成长产生正面影响。

随着虚拟扩增实境的出现,游戏体验也得到了丰富,这导致了产品的升级,而家用游戏主机的发展,与手持游戏相比,为消费者提供了更多样化的选择来满足他们的游戏需求。同时,考虑将电子竞技作为职业选择的新晋运动员数量也推动了游戏主机市场的发展。高速网路的普及等其他因素也预计将进一步刺激游戏主机市场的需求,推动其整体扩张。

亚太地区预计将占据重要市场占有率

由于游戏业是日本、中国和韩国等国家的主要产生收入行业之一,预计亚太地区将占据重要的市场占有率。此外,SONY、任天堂、SEGA等游戏主机销量大幅成长的公司的成长,也对市场成长产生正面影响。例如,SONY互动娱乐于2023年12月宣布,PS5(PlayStation 5)游戏主机自2020年11月推出以来已售出超过5,000万台。

目录

第一章 简介

  • 市场概况
  • 市场定义
  • 调查范围
  • 市场区隔
  • 货币
  • 先决条件
  • 基准年和预测年时间表
  • 相关利益者的主要利益

第二章调查方法

  • 研究设计
  • 调查过程

第三章执行摘要

  • 主要发现

第四章市场动态

  • 市场驱动因素
  • 市场限制因素
  • 波特五力分析
  • 产业价值链分析
  • 分析师观点

第五章全球游戏主机市场:依主机

  • 介绍
  • 家用游戏机
    • 市场趋势和机会
    • 成长前景
    • 地理盈利洞察
  • 附手把主机
    • 市场趋势和机会
    • 成长前景
    • 地理盈利洞察
  • 混合主机
    • 市场趋势和机会
    • 成长前景
    • 地理盈利洞察

第六章全球游戏主机市场:按地区

  • 介绍
  • 北美洲
    • 透过主机
    • 按国家/地区
  • 南美洲
    • 透过主机
    • 按国家/地区
  • 欧洲
    • 透过主机
    • 按国家/地区
  • 中东/非洲
    • 透过主机
    • 按国家/地区
  • 亚太地区
    • 透过主机
    • 按国家/地区

第七章竞争环境及分析

  • 主要企业及策略分析
  • 市场占有率分析
  • 併购/协议/合作
  • 竞争对手仪表板

第八章 公司简介

  • Sony Group Corp,
  • Hyperkin
  • Nintendo Co. Ltd.
  • Microsoft Corporation
  • NVIDIA Corporation
  • SEGA Corporation
简介目录
Product Code: KSI061610194

The global gaming console market is expected to reach a market size of US$84.432 billion in 2029 from US$53.817 billion in 2024, thereby growing at a CAGR of 9.43%.

The gaming console is a video game that supports stereoscopic games played on an integrated display. The console through the usage of three-dimensional technology creates an in-depth illusion of characters which offers a better feeling of surface materials in the gaming process. The booming advancement in gaming technology coupled with the ongoing trend of promoting 3D and virtual reality in the gaming sector is anticipated to drive market expansion in the coming years.

Moreover, the booming demand for in-house gaming consoles coupled with various implementation and organizing of gaming tournaments has led to an upward market trajectory. Major gaming nations namely the United, States, China, and Japan among others are at the forefront of driving innovations in the gaming sector which has further paved the way for future market growth.

Market Drivers

  • Technological advancement is boosting the console gaming market growth.

The global console gaming market growth is also attributed to the advancement in technology, as many gaming companies such as Nintendo and Sony are showing active participation in new console launches and innovations to provide more advanced gaming experiences to their customers. Innovations such as advanced audio-visual systems, 3D effects, wireless systems, and many more are creating overall gaming console market demand globally as these new console gaming fit the consumer's requirements better than the previous ones.

These games allow consumers to browse the internet, download videos and audio, listen to music, and watch videos or any content simultaneously while playing the games. Due to these features, the demand for console gaming is rising from the fast-flowing generation. Similarly, an increase in disposable income among the population also raises the demand for console gaming.

Market Challenges

  • Complexities in manufacturing and a lack of professional experience have posed a challenge to market expansion.

Though gaming console providers emphasize improving the overall gaming experience through their offerings, however, in the process of providing such an experience the companies have to face complications relating to design, console architecture, and prototype development. Moreover, other factors such as fragile operating structure, growing piracy and unauthorised user access premium games are anticipated to constrain the growth of the console gaming market. Additionally, smartphone adoption and growing 5G penetration have bolstered mobile gaming applications which has created a certain shift towards the console gaming system.

  • Home consoles are expected to account for a significant market share.

Owing to the increasing preference for in-home gaming and the up-gradation of gaming consoles by the key market players, home consoles are expected to dominate the market. The popularity of home consoles is rising due to features such as cloud support, online multiplayer gaming, and many deals associated with this sector are some of the other factors to boost the home gaming console market. Market key players also regularly upgrade their services in the gaming experience; this led to growth in their sales. Additionally, the accessories availability such as 4K TVs has also positively impacted the segment growth.

The gaming experience is also enriched by the advent of virtual and augmented reality which has led to product upgrades, and developments of home consoles which in comparison to handheld gaming has provided consumers with varied options to meet their gaming requirements. At the same time, several budding sportspeople consider e-sports as a career option also aid in the console gaming market. Other factors such as high-speed internet penetration, have further propelled the gaming console market demand which is anticipated to drive the overall expansion.

Asia-Pacific is projected to account for a considerable market share.

Asia Pacific is anticipated to hold a considerable market share as the gaming industry is among the major revenue-generating sectors in countries like Japan, China, and South Korea. The increase in advancements in the companies such as Sony, Nintendo, and SEGA Corporation which are witnessing a significant increase in their gaming console sales has further provided a positive scope for the market growth. For instance, in December 2023, Sony Interactive Entertainment announced the company's PS5 (PlayStation 5) gaming console surpassed the 50 million mark since its launch in November 2020.

Key developments

  • In November 2023: Sony Interactive Entertainment formed a strategic partnership with NCSOFT which aimed to utilize the company's technological expertise in the field of entertainment inclusive of gaming, The collaboration further enabled Sony to expand its PlayStation's reach to a wider audience and enhance its console portfolio.
  • In September 2023: Lenovo unveiled its first Windon gaming handling device "Lenovo Legion Go" which features micro-LED equipped Lenovo Legion Glasses & Lenovo Legion E510 7.1 RGB Gaming In-Ear Headphones. Running on Windows 11 the "Lenovo Legion Go" offers console-rivalling graphics.
  • In August 2023: Qualcomm launched its new "Snapdragon G series" handheld gaming portfolio consisting of three tiers i.e., Snapdragon G1, G2, and G3. The Snapdragon G1 is designed for powering fanless handheld gaming devices and provides lag-free battery life thereby enabling players to stream their favourite PC games and consoles.
  • In February 2023: NVIVDA Corporation and Microsoft Corporation formed a 1-year partnership for bringing Microsoft's Xbox PC game to NVIDIA's "GeForce Now" gaming service. The collaboration will enable gamers to stream Xbox PC titles through GeForce Now to macOS, PCs, and Chromebooks.

Segmentation:

By Console

  • Home Console
  • Handheld Consoles
  • Hybrid Console

By Geography

  • North America
  • USA
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • Germany
  • France
  • United Kingdom
  • Italy
  • Spain
  • Others
  • Middle East and Africa
  • Israel
  • Saudi Arabia
  • Others
  • Asia Pacific
  • China
  • Japan
  • South Korea
  • India
  • Thailand
  • Taiwan
  • Indonesia
  • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Market Definition
  • 1.3. Scope of the Study
  • 1.4. Market Segmentation
  • 1.5. Currency
  • 1.6. Assumptions
  • 1.7. Base, and Forecast Years Timeline
  • 1.8. Key Benefits to the Stakeholder

2. RESEARCH METHODOLOGY

  • 2.1. Research Design
  • 2.2. Research Processes

3. EXECUTIVE SUMMARY

  • 3.1. Key Findings

4. MARKET DYNAMICS

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis
  • 4.5. Analyst View

5. GLOBAL GAMING CONSOLE MARKET BY CONSOLE

  • 5.1. Introduction
  • 5.2. Home Console
    • 5.2.1. Market Trends and Opportunities
    • 5.2.2. Growth Prospects
    • 5.2.3. Geographic Lucrativeness Insight
  • 5.3. Handled Console
    • 5.3.1. Market Trends and Opportunities
    • 5.3.2. Growth Prospects
    • 5.3.3. Geographic Lucrativeness Insight
  • 5.4. Hybrid Console
    • 5.4.1. Market Trends and Opportunities
    • 5.4.2. Growth Prospects
    • 5.4.3. Geographic Lucrativeness Insight

6. GLOBAL GAMING CONSOLE MARKET BY GEOGRAPHY

  • 6.1. Introduction
  • 6.2. North America
    • 6.2.1. By Console
    • 6.2.2. By Country
      • 6.2.2.1. USA
        • 6.2.2.1.1. Market Trends and Opportunities
        • 6.2.2.1.2. Growth Prospects
      • 6.2.2.2. Canada
        • 6.2.2.2.1. Market Trends and Opportunities
        • 6.2.2.2.2. Growth Prospects
      • 6.2.2.3. Mexico
        • 6.2.2.3.1. Market Trends and Opportunities
        • 6.2.2.3.2. Growth Prospects
  • 6.3. South America
    • 6.3.1. By Console
    • 6.3.2. By Country
      • 6.3.2.1. Brazil
        • 6.3.2.1.1. Market Trends and Opportunities
        • 6.3.2.1.2. Growth Prospects
      • 6.3.2.2. Argentina
        • 6.3.2.2.1. Market Trends and Opportunities
        • 6.3.2.2.2. Growth Prospects
      • 6.3.2.3. Others
        • 6.3.2.3.1. Market Trends and Opportunities
        • 6.3.2.3.2. Growth Prospects
  • 6.4. Europe
    • 6.4.1. By Console
    • 6.4.2. By Country
      • 6.4.2.1. Germany
        • 6.4.2.1.1. Market Trends and Opportunities
        • 6.4.2.1.2. Growth Prospects
      • 6.4.2.2. France
        • 6.4.2.2.1. Market Trends and Opportunities
        • 6.4.2.2.2. Growth Prospects
      • 6.4.2.3. United Kingdom
        • 6.4.2.3.1. Market Trends and Opportunities
        • 6.4.2.3.2. Growth Prospects
      • 6.4.2.4. Italy
        • 6.4.2.4.1. Market Trends and Opportunities
        • 6.4.2.4.2. Growth Prospects
      • 6.4.2.5. Spain
        • 6.4.2.5.1. Market Trends and Opportunities
        • 6.4.2.5.2. Growth Prospects
      • 6.4.2.6. Others
        • 6.4.2.6.1. Market Trends and Opportunities
        • 6.4.2.6.2. Growth Prospects
  • 6.5. Middle East and Africa
    • 6.5.1. By Console
    • 6.5.2. By Country
      • 6.5.2.1. Israel
        • 6.5.2.1.1. Market Trends and Opportunities
        • 6.5.2.1.2. Growth Prospects
      • 6.5.2.2. Saudi Arabia
        • 6.5.2.2.1. Market Trends and Opportunities
        • 6.5.2.2.2. Growth Prospects
      • 6.5.2.3. Others
        • 6.5.2.3.1. Market Trends and Opportunities
        • 6.5.2.3.2. Growth Prospects
  • 6.6. Asia Pacific
    • 6.6.1. By Console
    • 6.6.2. By Country
      • 6.6.2.1. China
        • 6.6.2.1.1. Market Trends and Opportunities
        • 6.6.2.1.2. Growth Prospects
      • 6.6.2.2. Japan
        • 6.6.2.2.1. Market Trends and Opportunities
        • 6.6.2.2.2. Growth Prospects
      • 6.6.2.3. South Korea
        • 6.6.2.3.1. Market Trends and Opportunities
        • 6.6.2.3.2. Growth Prospects
      • 6.6.2.4. India
        • 6.6.2.4.1. Market Trends and Opportunities
        • 6.6.2.4.2. Growth Prospects
      • 6.6.2.5. Thailand
        • 6.6.2.5.1. Market Trends and Opportunities
        • 6.6.2.5.2. Growth Prospects
      • 6.6.2.6. Indonesia
        • 6.6.2.6.1. Market Trends and Opportunities
        • 6.6.2.6.2. Growth Prospects
      • 6.6.2.7. Taiwan
        • 6.6.2.7.1. Market Trends and Opportunities
        • 6.6.2.7.2. Growth Prospects
      • 6.6.2.8. Others
        • 6.6.2.8.1. Market Trends and Opportunities
        • 6.6.2.8.2. Growth Prospects

7. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 7.1. Major Players and Strategy Analysis
  • 7.2. Market Share Analysis
  • 7.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 7.4. Competitive Dashboard

8. COMPANY PROFILES

  • 8.1. Sony Group Corp,
  • 8.2. Hyperkin
  • 8.3. Nintendo Co. Ltd.
  • 8.4. Microsoft Corporation
  • 8.5. NVIDIA Corporation
  • 8.6. SEGA Corporation