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Game Consoles Market - By Type (Home Console, Handheld Console, Hybrid Console), By Application (Online Gaming, Offline Gaming), By End Use (Residential, Commercial), By Generation (Current, Previous, Legacy) Forecast 2024 - 2032

  • Report ID: GMI10555
  • Published Date: Jul 2024
  • Report Format: PDF

Report Content

Chapter 1   Methodology & Scope

1.1    Market scope & definition

1.2    Base estimates & calculations

1.3    Forecast calculation

1.4    Data sources

1.4.1    Primary

1.4.2    Secondary

1.4.2.1    Paid sources

1.4.2.2    Public sources

Chapter 2   Executive Summary

2.1    Industry 360º synopsis, 2021 - 2032

Chapter 3   Industry Insights

3.1    Industry ecosystem analysis

3.2    Vendor matrix

3.3    Profit margin analysis

3.4    Technology & innovation landscape

3.5    Patent analysis

3.6    Key news and initiatives

3.7    Regulatory landscape

3.8    Impact forces

3.8.1    Growth drivers

3.8.1.1    Enhanced graphics and processing capabilities

3.8.1.2    Popular franchises driving console sales

3.8.1.3    Increasing demand for multiplayer experiences

3.8.1.4    Rising adoption of immersive gaming

3.8.1.5    Growth in cloud-based gaming platforms

3.8.2    Industry pitfalls & challenges

3.8.2.1    High development costs

3.8.2.2    Competition from other platforms

3.9    Growth potential analysis

3.10    Porter’s analysis

3.10.1   Supplier power

3.10.2   Buyer power

3.10.3   Threat of new entrants

3.10.4   Threat of substitutes

3.10.5   Industry rivalry

3.11    PESTEL analysis

Chapter 4   Competitive Landscape, 2023

4.1    Introduction

4.2    Company market share analysis

4.3    Competitive positioning matrix

4.4    Strategic outlook matrix

Chapter 5   Market Estimates & Forecast, By Type, 2021 - 2032 (USD Billion)

5.1    Key trends

5.2    Home console

5.3    Handheld console

5.4    Hybrid console

Chapter 6   Market Estimates & Forecast, By Application, 2021 - 2032 (USD Billion)

6.1    Key trends

6.2    Online gaming

6.3    Offline gaming

Chapter 7   Market Estimates & Forecast, By End-use, 2021 - 2032 (USD Billion)

7.1    Key trends

7.2    Residential

7.3    Commercial

Chapter 8   Market Estimates & Forecast, By Generation, 2021 - 2032 (USD Billion)

8.1    Key trends

8.2    Current

8.3    Previous

8.4    Legacy

Chapter 9   Market Estimates & Forecast, By Region, 2021 - 2032 (USD Billion)

9.1    Key trends

9.2    North America

9.2.1    U.S.

9.2.2    Canada

9.3    Europe

9.3.1    UK

9.3.2    Germany

9.3.3    France

9.3.4    Italy

9.3.5    Spain

9.3.6    Rest of Europe

9.4    Asia Pacific

9.4.1    China

9.4.2    India

9.4.3    Japan

9.4.4    South Korea

9.4.5    ANZ

9.4.6    Rest of Asia Pacific

9.5    Latin America

9.5.1    Brazil

9.5.2    Mexico

9.5.3    Rest of Latin America

9.6    MEA

9.6.1    UAE

9.6.2    South Africa

9.6.3    Saudi Arabia

9.6.4    Rest of MEA   

Chapter 10   Company Profiles

10.1    Amazon

10.2    Apple

10.3    Atari

10.4    Casio

10.5    Google

10.6    Microsoft

10.7    Microsoft xCloud

10.8    Nintendo

10.9    Nio Geo

10.10    NVIDIA

10.11    Ouya

10.12    Razer Inc.

10.13    Sega

10.14    Sony Interactive Entertainment
 

Authors: Suraj Gujar, Deeksha Vishwakarma

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 14
  • Tables & Figures: 305
  • Countries covered: 22
  • Pages: 210
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