封面
市场调查报告书
商品编码
1605251

游戏机市场规模、份额、成长分析、按组件、按主机类型、按平台、按技术、按年龄组、按应用程式、按设备、按分销管道、按最终用途、按地区- 行业预测,2024年~2031 年

Gaming Console Market Size, Share, Growth Analysis, By Component (Hardware, Software), By Console Type, By Platform, By Technology, By Age Group, By Application, By Device, By Distribution Channel, By End Use, By Region - Industry Forecast 2024-2031

出版日期: | 出版商: SkyQuest | 英文 157 Pages | 商品交期: 3-5个工作天内

价格
简介目录

2022年全球游戏机市场规模将为232亿美元,从2023年的244亿美元成长到2031年的360亿美元,复合年增长率预计将成长5%。

在增强游戏体验的创新音讯技术进步的推动下,游戏机市场预计在未来几年将显着成长。高清音响系统和视觉效果越来越受欢迎,让消费者享受更丰富、更身临其境的游戏体验。具有 HDMI 连接功能的高清电视和用于连接外部硬碟的内建无线功能等增强功能可能会进一步增加使用者的兴趣。目前流行的游戏机包括 Wii U、PlayStation 4、Xbox One、Steam Machine、RetroN 5、Leap TV 等。该行业的一个显着趋势是多功能主机的兴起,这些控制台允许用户在沉浸于游戏的同时访问视讯串流、音乐和网路浏览,预计这将对市场成长产生积极影响。然而,挑战迫在眉睫,因为购买这些游戏机和游戏光碟的成本可能会阻碍一些消费者。此外,智慧型手机和平板电脑作为强大的替代游戏机的出现,以及消费者寻求线上和行动游戏选择的趋势不断增长,也可能阻碍传统游戏机的成长。与昂贵的主机游戏相比,线上和行动游戏通常提供更实惠的选择,因此市场需求可能会下降,但要在不断变化的环境中保持相关性,就需要製造商采取战略重点。

目录

介绍

  • 研究目的
  • 调查范围
  • 定义

调查方法

  • 资讯采购
  • 二手资料和主要资料方法
  • 市场规模预测
  • 市场假设与限制

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 按细分市场的机会分析

市场动态及展望

  • 市场概况
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制因素和挑战
  • 波特分析及影响
    • 竞争公司之间的敌对关係
    • 替代品的威胁
    • 买方议价能力
    • 新进入者的威胁
    • 供应商的议价能力

主要市场考察

  • 关键成功因素
  • 竞争程度
  • 关键投资机会
  • 市场生态系统
  • 市场吸引力指数(2023)
  • PESTEL分析
  • 总体经济指标
  • 价值链分析
  • 价格分析
  • 技术进步
  • 监管环境
  • 案例研究
  • 专利分析
  • 贸易分析

游戏机市场规模:按组件分類的复合年增长率(2024-2031)

  • 市场概况
  • 硬体
  • 软体

游戏机市场规模:以主机类型分類的复合年增长率(2024-2031)

  • 市场概况
  • 电视游戏机
  • 掌上型游戏机
  • 电脑游戏机
  • 混合主机
  • 专用主机
  • 数位主机
  • 线上/微交易主机

游戏机市场规模:依平台分類的复合年增长率(2024-2031)

  • 市场概况
  • PlayStation
  • Xbox
  • Wii
  • 其他的

游戏机市场规模:依技术分類的复合年增长率(2024-2031)

  • 市场概况
  • 虚拟实境/扩增实境
  • 动作跳跃技术
  • 偏光百叶窗技术
  • 自动立体视觉
  • Xbox幻觉
  • 其他的

游戏机市场规模:依年龄层/复合年增长率(2024-2031)

  • 市场概况
  • 0-22岁
  • 23-32岁
  • 32岁以上

游戏机市场规模:依应用程式/复合年增长率(2024-2031)

  • 市场概况
  • 射手
  • 行动
  • 体育比赛
  • 角色扮演
  • 冒险
  • 种族
  • 斗争
  • 策略
  • 其他的

游戏机市场规模:依设备分類的复合年增长率(2024-2031)

  • 市场概况
  • 电视机
  • 电脑/个人电脑
  • 系统主机

游戏机市场规模:依分销管道分類的复合年增长率(2024-2031)

  • 线上出货通路
  • 线下分销通路

游戏机市场规模:依应用程式/复合年增长率(2024-2031)

  • 市场概况
  • 家庭使用
  • 商业用途

游戏机市场规模/复合年增长率(2024-2031)

  • 北美(组件、主机类型、平台、技术、年龄层、应用程式、设备、分销管道、最终用途)
    • 美国
    • 加拿大
  • 欧洲(组件、主机类型、平台、技术、年龄层、应用程式、设备、分销管道、最终用途)
    • 英国
    • 德国
    • 西班牙
    • 法国
    • 义大利
    • 其他欧洲国家地区
  • 亚太地区(组件、主机类型、平台、技术、年龄层、应用程式、设备、分销管道、最终用途)
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲(组件、主机类型、平台、技术、年龄层、应用程式、设备、分销管道、最终用途)
    • 巴西
    • 其他拉丁美洲地区
  • 中东和非洲(组件、主机类型、平台、技术、年龄层、应用程式、设备、分销管道、最终用途)
    • 海湾合作委员会国家
    • 南非
    • 其他中东/非洲

竞争资讯

  • 前5名企业对比
  • 主要企业市场定位(2023年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市场占有率分析(2023)
  • 主要企业简介
    • 公司简介
    • 产品系列分析
    • 按公司分公司分類的股份分析
    • 收益与前一年同期比较(2021-2023)

主要企业简介

  • Sony Corporation
  • Microsoft Corporation
  • Nintendo Co., Ltd.
  • Logitech Inc.
  • Sega Corporation
  • Atari SA
  • NVIDIA Corporation
  • Mad Catz Interactive Inc.
  • Turtle Beach Corporation
  • Hyperkin Inc.
  • Razer Inc.
  • Ouya Inc.
  • Amazon.com Inc.
  • OnLive Inc.
  • GameStick
  • Alibaba Group Holding Limited
  • ZOTAC International(MCO)Ltd.
  • Valve Corporation
  • Google LLC
  • Xiaomi Corporation

结论和建议

简介目录
Product Code: SQMIG45K2017

Global Gaming Console Market size was valued at USD 23.2 billion in 2022 and is poised to grow from USD 24.4 billion in 2023 to USD 36 billion by 2031, growing at a CAGR of 5% during the forecast period (2024-2031).

The gaming console market is poised for significant growth in the coming years, fueled by advancements in innovative audiovisual technology that enhance the gaming experience. The increasing popularity of high-definition sound systems and visuals is driving demand for consoles, offering consumers a richer and more immersive gameplay. Enhancements such as HDTVs featuring HDMI connections and built-in wireless capabilities to connect external hard drives are set to further elevate user engagement. Current popular gaming consoles include the Wii U, PlayStation 4, Xbox One, Steam Machine, RetroN 5, and Leap TV. A notable trend within the industry is the rise of multi-functional consoles that allow users to simultaneously engage in gaming while accessing video streaming, music, and internet browsing, which is expected to positively influence market growth. However, challenges loom as the cost of these consoles, both at purchase and for game discs, may deter some consumers. Additionally, the emergence of smartphones and tablets as viable gaming alternatives, coupled with a growing consumer inclination towards online and mobile gaming options, could impede traditional console growth. As online and mobile games often present a more affordable option compared to expensive console games, the market could see a decline in demand, necessitating strategic pivots from manufacturers to maintain relevance in an evolving landscape.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Gaming Console market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Gaming Console Market Segmental Analysis

Global Gaming Console Market is segmented by Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use and Region. Based on Component the market is segmented into Hardware, Software. Based on Console Type, the market is segmented into TV Gaming Console, Handheld Gaming Console, PC Gaming Console, Hybrid Consoles, Dedicated Consoles, Digital Consoles, Online/Microtransaction Consoles. Based on Platform, the market is segmented into PlayStation, Xbox, Wii, Others. Based on Technology, the market is segmented into Virtual and Augmented Reality, Motion Jump Technology, Polarized Shutter Technology, Automatic Stereoscopy, Xbox Illusion, Others. Based on Age Group, the market is segmented into 0-22 Years, 23-32 Years, above 33 Years. Based on Application, the market is segmented into Shooter, Action, Sport Games, Role-Playing, Adventure, Racing, Fighting, Strategy. Based on Device, the market is segmented into TV, Computer/PC, System Consoles. Based on Distribution Channel, the market is segmented into Online Distribution Channel, Offline Distribution Channel. Based on End Use, the market is segmented into Household Usage, Commercial Usage. Based on Region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.

Driver of the Global Gaming Console Market

The global gaming console market is being propelled forward by the increasing demand for consoles that utilize cutting-edge wireless technologies, including Bluetooth 5.0 and Wi-Fi. Major industry players like Sony Corporation are focusing on delivering these advanced consoles to enhance user experiences, thereby reducing reliance on wired accessories. Additionally, the surge in popularity of 3D gaming is contributing significantly to market growth. With capabilities for stereoscopic graphics and high-resolution displays, 3D consoles provide gamers with features like precise 3D localization, which enhances realism and enjoyment during gameplay. This growing preference for 3D architecture in gaming consoles is anticipated to further drive market expansion in the coming years.

Restraints in the Global Gaming Console Market

The Global Gaming Console market faces notable restraints primarily stemming from a shortage of skilled developers and testers, as well as inadequate infrastructure, which complicates the console design process for manufacturers. This challenge poses a significant barrier to growth in the industry. Additionally, rampant piracy-both online and offline-has led to unauthorized access to premium games at little to no cost, further undermining the market. The resulting instability in the operating framework, along with high rates of piracy, adversely affects the sales of gaming consoles and their related products, creating a challenging environment for manufacturers striving to thrive.

Market Trends of the Global Gaming Console Market

The Global Gaming Console market is witnessing a significant shift towards advanced display technologies, with industry players increasingly developing consoles that support ultra-high-definition television (UHDTV) and full-high-definition television (FHDTV). This transition from standard-definition (SDTV) and high-definition (HDTV) allows for enhanced visual experiences, with 4K, DCI 4K, and even 8K resolutions gaining traction. As consumers demand higher-quality graphics and immersive gameplay, leading manufacturers are prioritizing the integration of these advanced display capabilities into their consoles. This trend not only reflects the evolving preferences of gamers but also underscores the competitive landscape as companies strive to innovate and meet the expectations of a more discerning audience.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Driver & Opportunities
    • Restraints & Challenges
  • Porters Analysis & Impact
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2023
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technological Advancement
  • Regulatory Landscape
  • Case Studies
  • Patent Analysis
  • Trade Analysis

Gaming Console Market Size by Component & CAGR (2024-2031)

  • Market Overview
  • Hardware
  • Software

Gaming Console Market Size by Console Type & CAGR (2024-2031)

  • Market Overview
  • TV Gaming Console
  • Handheld Gaming Console
  • PC Gaming Console
  • Hybrid Consoles
  • Dedicated Consoles
  • Digital Consoles
  • Online/Microtransaction Consoles

Gaming Console Market Size by Platform & CAGR (2024-2031)

  • Market Overview
  • PlayStation
  • Xbox
  • Wii
  • Others

Gaming Console Market Size by Technology & CAGR (2024-2031)

  • Market Overview
  • Virtual and Augmented Reality
  • Motion Jump Technology
  • Polarized Shutter Technology
  • Automatic Stereoscopy
  • Xbox Illusion
  • Others

Gaming Console Market Size by Age Group & CAGR (2024-2031)

  • Market Overview
  • 0-22 Years
  • 23-32 Years
  • above 32 Years

Gaming Console Market Size by Application & CAGR (2024-2031)

  • Market Overview
  • Shooter
  • Action
  • Sport Games
  • Role-Playing
  • Adventure
  • Racing
  • Fighting
  • Strategy
  • Others

Gaming Console Market Size by Device & CAGR (2024-2031)

  • Market Overview
  • TV
  • Computer/PC
  • System Consoles

Gaming Console Market Size by Distribution Channel & CAGR (2024-2031)

  • Online Distribution Channel
  • Offline Distribution Channel

Gaming Console Market Size by End Use & CAGR (2024-2031)

  • Market Overview
  • Household Usage
  • Commercial Usage

Gaming Console Market Size & CAGR (2024-2031)

  • North America, (Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use)
    • US
    • Canada
  • Europe, (Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use)
    • UK
    • Germany
    • Spain
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific, (Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America, (Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa, (Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2023
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2021-2023)

Key Company Profiles

  • Sony Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo Co., Ltd.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Logitech Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sega Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Atari SA
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mad Catz Interactive Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Turtle Beach Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hyperkin Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Razer Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ouya Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Amazon.com Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • OnLive Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • GameStick
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Alibaba Group Holding Limited
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ZOTAC International (MCO) Ltd.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google LLC
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Xiaomi Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendation