封面
市场调查报告书
商品编码
1452999

全球手持游戏机市场 2024-2031

Global Handheld Game Console Market 2024-2031

出版日期: | 出版商: Orion Market Research | 英文 130 Pages | 商品交期: 2-3个工作天内

价格

由于技术进步、可支配收入增加、消费者偏好变化以及各种游戏选择的可用性不断增加,预计全球手持游戏机市场在预测期内(2023-2030年)将以8.2%的CAGR增长。无需网路连线即可随时随地在线上玩游戏的能力是便携式游戏机的主要优势之一。此外,这些游戏机比家用电玩游戏机更轻、更紧凑,这一事实有助于市场进一步扩大。技术发展一直是市场成长的主要动力。游戏机中使用的硬体和软体技术随着时间的推移经过游戏机製造商的不断创新和改进。游戏机最引人注目的技术发展是图形技术。图形品质已从早期系统中的 8 位元图形显着提高到当代游戏机中的 4K 解析度。

细分市场前景

全球手持游戏机市场按产品、平台和最终用户细分。根据产品,市场细分为游戏机、Xbox、雷蛇 Switchblade、任天堂 Switch 等。根据平台,市场分为 iOS、Android、Windows 和 Linux。此外,根据最终用户,市场分为成人和儿童。在最终用户中,成人细分市场预计将占据相当大的市场份额。大约 88% 的 16-24 岁玩家在电子设备上玩游戏,大多数 16-24 岁玩家在线上玩游戏,与其他玩家一起玩或与其他玩家一起玩。

预计任天堂 Switch 细分市场将在全球手持游戏机市场中占据相当大的份额

其中,Nintendo Switch子细分市场预计将在全球手持游戏机市场占据相当大的份额。在其竞争对手中,Nintendo Switch 的独特之处在于它是一款混合设备,既可以用于外部萤幕上的对接游戏,也可以用于便携式游戏。其混合功能使其吸引了广泛的用户,第一方和第三方开发人员都为其提供了大量支援。它可以用作便携式手持设备或连接到显示器或电视的传统家用控制台。这使得 Switch 能够同时瞄准两个市场。此外,由于其适应性强,控制台是一种方便携带的小工具。任天堂新开发的Switch Lite等产品为用户提供了更多选择。 Switch Lite 只能用作便携式设备,与原始 Switch 不同,它不相容于外部显示器。 Switch Lite 的好处是它比基本型号 Switch 成本更低,因此适合不打算将其设备用作家用游戏机的玩家。系统随附的两个 Joy-Con 控制器可实现一些创意的游戏玩法。在电子游戏《Let's Go, Pikachu!》中,Joy-Con 用于投掷精灵球和捕捉精灵宝可梦!和我们走吧,伊布!这比仅仅按下按钮感觉更真实

区域展望

全球手持游戏机市场根据地理位置进一步细分,包括北美(美国和加拿大)、欧洲(英国、义大利、西班牙、德国、法国和欧洲其他地区)、亚太地区(印度、中国、日本、韩国和亚洲其他地区)以及世界其他地区(中东和非洲以及拉丁美洲)。其中,由于技术优势,预计北美将在全球市场中占据显着份额。进步、增加可支配收入、更大的消费者基础和该地区的主要市场参与者。根据娱乐软体协会的数据,75% 的美国人家庭中至少有一名游戏玩家,而美国游戏玩家的平均年龄为33岁。由于客户群不断增加,对游戏机及相关产品的需求显着增加,推动了区域产业的发展。

预计亚太地区全球手持游戏机市场将以显着的复合CAGR成长

在所有地区中,亚太地区预计在预测期内将以相当大的CAGR增长,因为该地区主要市场参与者的存在、人口可支配收入的增加以及年轻游戏人口的快速增长,尤其是在国家,例如中国、日本、韩国和印度。索尼等主要厂商凭藉其 PlayStation 占据了市场主导地位,该游戏机在日本和韩国等国家很受欢迎,因为游戏是这些国家文化的主要组成部分。随着掌上型游戏机游戏产业的不断扩张,日本将成为抓住这些成长机会的黄金地点。与其他亚洲数位游戏市场相比,主机游戏在日本尤其重要,因为主要主机製造商(Sony、任天堂和世嘉)的总部都在日本。

市场参与者展望

服务手持游戏机市场的主要公司包括 Adob​​e Systems Incorporated、Google Inc. (DoubleClick)、AOL Inc. (Verizon Communications Inc.)、Yahoo Inc.、Beeswax 等。市场参与者透过各种策略(包括併购、合作、合作、融资和新产品发布),为市场成长做出了巨大贡献,以保持市场竞争力。例如,2022 年 8 月,罗技 G 和腾讯游戏宣布建立合作伙伴关係,将云端游戏掌上电脑推向市场,该产品将罗技 G 的硬体专业知识与腾讯游戏的软体服务专业知识相结合。为了让玩家在离开游戏机或 PC 时也能玩 AAA 游戏,新装置将支援各种云端游戏服务。两家公司正在与 Xbox Cloud Gaming 和 NVIDIA GeForce NOW 团队合作。

报告涵盖:

  • 2022年市场价​​值资料分析及2030年预测。
  • 每个细分市场的年化市场收入(百万美元)。
  • 主要地理区域的国家分析。
  • 在全球手持游戏机市场中营运的主要公司。根据现有资料,报告中还提供了与新产品发布相关的资讯以及相关新闻。
  • 透过确定未来强劲成长的关键细分市场来分析业务策略。
  • 市场进入和市场扩张策略分析。
  • 透过识别市场中「谁的立场」来制定竞争策略。

目录

第 1 章:报告摘要

  • 目前行业分析及成长潜力展望
  • 研究方法和工具
  • 市场区隔
    • 按细分
    • 按地区

第 2 章:市场概述与见解

  • 报告范围
  • 分析师见解和当前市场趋势
    • 主要发现
    • 建议
    • 结论

第 3 章:竞争格局

  • 主要公司分析
  • Atari, Inc.
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • Sony Corporation
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • Nintendo
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • Nvidia Corp
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • Microsoft Corp
    • 概述
    • 财务分析
    • SWOT分析
    • 最近的发展
  • 关键策略分析

第 4 章:市场细分

  • 按产品分類的全球手持游戏机市场
    • 游戏机
    • Xbox
    • 雷蛇弹簧刀
    • 任天堂开关
    • 其他(Steam Deck、ROG Ally)
  • 按平台分類的全球手持游戏机市场
    • iOS系统
    • 安卓
    • 视窗
    • Linux
  • 全球手持游戏机市场(按最终用户)
    • 成年人
    • 孩子们

第 5 章:区域分析

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 义大利
    • 西班牙
    • 法国
    • 欧洲其他地区
  • 亚太
    • 中国
    • 印度
    • 日本
    • 韩国
    • 亚太其他地区
  • 世界其他地区

第 6 章:公司简介

  • Corsair Memory Inc.
  • Gameloft
  • LeapFrog
  • Logitech
  • Mad Catz
  • ONEXPLAYER
  • Razer Inc.
  • Rockstar Games, Inc.,
  • Sega of America, Inc.
  • SteelSeries
  • Ubisoft
  • Valve
  • VTech Holdings Ltd.
  • Wikipad, Inc.
Product Code: OMR2028201

Global Handheld Game Console Market Size, Share & Trends Analysis Report by Product (PlayStation, Xbox, Razer Switchblade, Nintendo Switch, and Others (Steam Deck, ROG Ally), by Platform (iOS, Android, Windows, and Linux), and by End-Users (Adults and Children), Forecast Period (2023-2030)

The global Handheld Game Console market is anticipated to grow at a CAGR of 8.2% during the forecast period (2023-2030) owing to the technological advancements, increasing disposable incomes, changing consumer preferences and the rising availability of various gaming options. The ability to play games online as well as the anywhere without the need for an Internet connection is one of the major benefits of portable gaming consoles. Additionally, the fact that these consoles are lighter and more compact than home video game consoles has helped the market expand further. Technological developments have been a major growth driver in the market. The hardware and software technologies utilized in game consoles have undergone continuous innovation and improvement over time by the console manufacturers. The most notable technical development in game consoles has been the graphics technology; graphics quality has significantly improved from 8-bit graphics in early systems to 4K resolutions in contemporary consoles.

Segmental Outlook

The global Handheld Game Console market is segmented by the product, platform, and end-users. Based on the product, the market is sub-segmented into playstation, xbox, razer switchblade, nintendo switch, and others. Based on the platform, the market is sub-segmented into iOS, android, windows, and linux. Further, based on end-users, the market is sub-segmented into adults and children. Among the end-users, the adults sub-segment is anticipated to hold a considerable share of the market. Around 88% of those aged 16-24 were playing games on an electronic device and most 16-24-year-old gamers played online, either against or alongside other players.

The Nintendo Switch Sub-Segment is Anticipated to Hold a Considerable Share of the Global Handheld Game Console Market

Among the product, the Nintendo switch sub-segment is expected to hold a considerable share of the global handheld game console market. Among its rivals, the Nintendo Switch is unique in that it is a hybrid device that can be used for both docked gameplay on an external screen and portable gaming. Its hybrid features make it appealing to a broad range of users, and both first-party and third-party developers offer it a lot of support. It may function as a portable handheld device or as a conventional home console that is linked to a monitor or television. This allows the Switch to target two markets simultaneously. Additionally, the console is a convenient gadget to travel with due to its adaptability. Nintendo new developed product such as the Switch Lite offering users even more choices. The Switch Lite can only be used as a portable device it is not compatible with external monitors, unlike the original Switch. The benefit of the Switch Lite is that it less costly than the base model Switch, so for players who do not intend to use their device as a home console. Two Joy-Con controllers that are included with the system enable some creative gameplay. A Joy-Con is used to throw Poke Balls and capture Pokemon in the video games Let's Go, Pikachu! and Let's Go, Eevee!. This makes it feel more realistic than merely pressing a button

Regional Outlook

The global Handheld Game Console market is further segmented based on geography including North America (the US, and Canada), Europe (UK, Italy, Spain, Germany, France, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, and Rest of Asia), and the Rest of the World (the Middle East & Africa, and Latin America. Among these, North America is anticipated to hold a prominent share of the market across the globe, owing to technological advancement, increasing disposable incomes, presence of larger consumer base and major market players in the region. According to the Entertainment Software Association, 75% of Americans have at least one gamer in their household, and the average age of a gamer in the US is 33 years old. The demand for gaming consoles and associated items has increased significantly due to the rising customer base, propelling the regional industry.

The Asia-Pacific Region is Expected to Grow at a Significant CAGR in the Global Handheld Game Console Market

Among all regions, the Asia-Pacific regions is anticipated to grow at a considerable CAGR over the forecast period owing to the due to the presence of major market players, increasing disposable income of the population and rapidly growing young gaming population in this region particularly in countries, such as China, Japan, South Korea, and India. Major players such as Sony dominates the market with its PlayStation, which is popular in countries, such as Japan and South Korea, where gaming is a major part of the culture. As the handheld game gaming industry continues to expand, Japan's will be the prime location to capture these growth opportunities. Console games are particularly crucial in Japan compared to other Asian digital gaming markets, as the headquarters of major console manufacturers (Sony, Nintendo, and Sega) are in Japan.

Market Players Outlook

The major companies serving the Handheld Game Console market include Adobe Systems Incorporated, Google Inc. (DoubleClick), AOL Inc. (Verizon Communications Inc.), Yahoo Inc., Beeswax, and others. The market players are considerably contributing to the market growth by the adoption of various strategies including mergers and acquisitions, partnerships, collaborations, funding, and new product launches, to stay competitive in the market. For instance, in August 2022, Logitech G and Tencent Games announced a partnership to bring a cloud gaming handheld to market which will combine Logitech G's expertise in hardware with Tencent Games' expertise in software services. To enable players to play AAA games when they are away from their console or PC, the new gadget will support a variety of cloud gaming services. Both firms are collaborating with the Xbox Cloud Gaming and NVIDIA GeForce NOW teams.

The Report Covers:

  • Market value data analysis of 2022 and forecast to 2030.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global handheld game console market. Based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying 'who-stands-where' in the market.

Table of Contents

1.Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • 1.1.Research Methods and Tools
  • 1.2.Market Breakdown
    • 1.2.1.By Segments
    • 1.2.2.By Region

2.Market Overview and Insights

  • 2.1.Scope of the Report
  • 2.2.Analyst Insight & Current Market Trends
    • 2.2.1.Key Findings
    • 2.2.2.Recommendations
    • 2.2.3.Conclusion

3.Competitive Landscape

  • 3.1.Key Company Analysis
  • 3.2.Atari, Inc.
    • 3.2.1.Overview
    • 3.2.2.Financial Analysis
    • 3.2.3.SWOT Analysis
    • 3.2.4.Recent Developments
  • 3.3.Sony Corporation
    • 3.3.1.Overview
    • 3.3.2.Financial Analysis
    • 3.3.3.SWOT Analysis
    • 3.3.4.Recent Developments
  • 3.4.Nintendo
    • 3.4.1.Overview
    • 3.4.2.Financial Analysis
    • 3.4.3.SWOT Analysis
    • 3.4.4.Recent Developments
  • 3.5.Nvidia Corp
    • 3.5.1.Overview
    • 3.5.2.Financial Analysis
    • 3.5.3.SWOT Analysis
    • 3.5.4.Recent Developments
  • 3.6.Microsoft Corp
    • 3.6.1.Overview
    • 3.6.2.Financial Analysis
    • 3.6.3.SWOT Analysis
    • 3.6.4.Recent Developments
  • 3.7.Key Strategy Analysis

4.Market Segmentation

  • 4.1.Global Handheld Game Console Market by Product
    • 4.1.1.PlayStation
    • 4.1.2.Xbox
    • 4.1.3.Razer Switchblade
    • 4.1.4.Nintendo Switch
    • 4.1.5.Others (Steam Deck, ROG Ally)
  • 4.2.Global Handheld Game Console Market by Platform
    • 4.2.1.iOS
    • 4.2.2.Android
    • 4.2.3.Windows
    • 4.2.4.Linux
  • 4.3.Global Handheld Game Console Market by End-user
    • 4.3.1.Adults
    • 4.3.2.Children

5.Regional Analysis

  • 5.1.North America
    • 5.1.1.United States
    • 5.1.2.Canada
  • 5.2.Europe
    • 5.2.1.UK
    • 5.2.2.Germany
    • 5.2.3.Italy
    • 5.2.4.Spain
    • 5.2.5.France
    • 5.2.6.Rest of Europe
  • 5.3.Asia-Pacific
    • 5.3.1.China
    • 5.3.2.India
    • 5.3.3.Japan
    • 5.3.4.South Korea
    • 5.3.5.Rest of Asia-Pacific
  • 5.4.Rest of the World

6.Company Profiles

  • 6.1.Corsair Memory Inc.
  • 6.2.Gameloft
  • 6.3.LeapFrog
  • 6.4.Logitech
  • 6.5.Mad Catz
  • 6.6.ONEXPLAYER
  • 6.7.Razer Inc.
  • 6.8.Rockstar Games, Inc.,
  • 6.9.Sega of America, Inc.
  • 6.10.SteelSeries
  • 6.11.Ubisoft
  • 6.12.Valve
  • 6.13.VTech Holdings Ltd.
  • 6.14.Wikipad, Inc.

LIST OF TABLES

  • 1.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 2.GLOBAL HANDHELD PLAYSTATION CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 3.GLOBAL HANDHELD XBOX CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 4.GLOBAL HANDHELD RAZER SWITCHBLADE CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 5.GLOBAL HANDHELD NINTENDO SWITCH CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 6.GLOBAL HANDHELD OTHER GAMING CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 7.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 8.GLOBAL IOS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 9.GLOBAL ANDROID HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 10.GLOBAL WINDOWS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 11.GLOBAL LINUX HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 12.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 13.GLOBAL HANDHELD GAME CONSOLE FOR ADULTS MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 14.GLOBAL HANDHELD GAME CONSOLE FOR CHILDREN MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 15.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 16.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 17.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 18.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 19.NORTH AMERICAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 20.EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 21. EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 22.EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 23. EUROPEAN HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 24.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2023-2031 ($ MILLION)
  • 25.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 26.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 27.ASIA- PACIFIC HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)
  • 28.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 ($ MILLION)
  • 29.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023-2031 ($ MILLION)
  • 30.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023-2031 ($ MILLION)
  • 31.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 2023-2031 ($ MILLION)

LIST OF FIGURES

  • 1.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2023 VS 2031 (%)
  • 2.GLOBAL HANDHELD PLAYSTATION CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 3.GLOBAL HANDHELD XBOX CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 4.GLOBAL HANDHELD RAZER SWITCHBLADE CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 5.GLOBAL HANDHELD NINTENDO SWITCH CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 6.GLOBAL HANDHELD OTHER GAMING CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 7.GLOBAL HANDHELD CONSOLE MARKET RESEARCH AND ANALYSIS BY PLATFORM, 2023 VS 2031 (%)
  • 8.GLOBAL IOS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 9.GLOBAL ANDROID HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 (%)
  • 10.GLOBAL WINDOWS HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 (%)
  • 11.GLOBAL LINUX HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023-2031 (%)
  • 12.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY END-USER, 202 VS 2031 (%)
  • 13.GLOBAL HANDHELD GAME CONSOLE FOR ADULTS MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 14.GLOBAL HANDHELD GAME CONSOLE FOR CHILDREN MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 15.GLOBAL HANDHELD GAME CONSOLE MARKET RESEARCH AND ANALYSIS BY REGION, 2023 VS 2031 (%)
  • 16.US HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 17.CANADA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 18.UK HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 19.FRANCE HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 20.GERMANY HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 21.ITALY HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 22.SPAIN HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 23.REST OF EUROPE HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 24.INDIA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 25.CHINA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 26.JAPAN HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 27.SOUTH KOREA HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 28.REST OF ASIA-PACIFIC HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 29.REST OF THE WORLD HANDHELD GAME CONSOLE MARKET SIZE, 2023-2031 ($ MILLION)
  • 30.LATIN AMERICA DRILL BIT MARKET SIZE, 2023-2031 ($ MILLION)
  • 31.THE MIDDLE EAST AND AFRICA DRILL BIT MARKET SIZE, 2023-2031 ($ MILLION)