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PUBLISHER: Coherent Market Insights | PRODUCT CODE: 1085324

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PUBLISHER: Coherent Market Insights | PRODUCT CODE: 1085324

Connected Game Console Market, By Product Type (Connected Console, Service and by Region - Size, Share, Outlook, and Opportunity Analysis, 2022 - 2028

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A video game console refers to a computer device that allows one or more people to play the video game. The term video game console is majorly used to distinguish a console machine to play video games in contrast to arcade machines or home computers. There are various types of video game consoles including handheld game consoles, dedicated consoles, home video game consoles, and micro-consoles. Connected game consoles have evolved significantly over the past, with availably of Wi-Fi connectivity, better graphics, and higher definition image quality. The global connected game console market focuses on seven regions namely North America, Western Europe, Japan, Asia Pacific, MEA, and Latin America.

Market Dynamics

Consumer expenditure on games and gaming equipment has increased significantly in the recent past. Furthermore, consumers are increasingly spending on different video game accessories such as controllers, light guns, joysticks, and more. According to Coherent Market Insights' analysis, North America held the dominant position in the global video games market in 2014, accounting for US$ 15 billion in terms of revenue. Thus, these factors are expected to drive growth of the global connected game console market during the forecast period. Broadband penetration has increased worldwide, especially in developed countries such as the U.S. and Canada. As a result of this, the demand for gaming consoles has increased with connected game console providers pushing sales of connected game consoles. According to the International Telecommunication Union (ITU) report 2013, in developed countries, around 77% of the total population has access to the internet as compared to 7% in emerging economies. Furthermore, according to the same source, Europe reported the highest broadband penetration of 75% followed by North America and Latin America with 61%. Hence, rising broadband penetration is expected to propel the global connected game console growth in the near future.

Market Taxonomy

This report segments the Global Connected Game Console Market on the basis of Product Type and Region. On the basis of Product Type, Global Connected Game Console Market is segmented into Connected Console (Stand Alone Console and Handheld), Service (Prepaid Services and Other Direct Services. On the basis of region, Global Connected Game Console Market is segmented into North America, Latin America, Europe, Asia pacific, Middle East and Africa.

Key features of the study:

  • This report provides an in-depth analysis of the Global Connected Game Console Market and provides market size (US$ Million) and compound annual growth rate (CAGR %) for the forecast period (2022-2028), considering 2021 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrix for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, regional outlook, and competitive strategy adopted by leading players
  • It profiles leading players in the global Connected Game Console Market based on the following parameters - regulatory landscape, company overview, financial performance, product portfolio, geographical presence, distribution strategies, key developments and strategies, and future plans
  • Key companies covered in the Global Connected Game Console Market includes Microsoft Corporation, NVIDIA Corporation, Sony Corporation, Nintendo Co. Ltd., Valve Corp., OUYA Inc., PlayJam, Mad Catz, and BlueStacks.
  • These key market players are focusing on collaboration strategy with other market leaders to innovate and launch new products to meet the increasing needs and requirements of consumers.
  • Insights from this report would allow marketers and management authorities of companies to make informed decision regarding future product launches, technology up gradation, market expansion, and marketing tactics
  • The global Connected Game Console market report caters to various stakeholders in this industry including investors, suppliers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through the various strategy matrices used in analyzing the Global Connected Game Console Market

Detailed Segmentation:

  • Global Connected Game Console Market, By Product Type:
    • Connected Console
  • Stand Alone Console
  • Handheld
    • Service
  • Prepaid Services
  • Other Direct Services
  • Global Connected Game Console Market, By Region:
    • North America
    • Latin America
    • Europe
    • Asia Pacific
    • Middle East and Africa
  • Company Profiles
    • BlueStacks.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments
      • Future Plans
    • Mad Catz
    • Microsoft Corporation
    • Nintendo Co. Ltd.
    • NVIDIA Corporation
    • OUYA Inc.
    • PlayJam
    • Sony Corporation
    • Valve Corp.

Browse all the market data tables and figures on "Global Connected Game Console Market - Forecast to 2027"

Product Code: CMI3798

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, BY Product Type
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • SAN Type Trend
  • Merger and Acquisitions
  • New system Launch/Approvals

4. Global Connected Game Console Market, BY Product Type, 2017 - 2028 (US$ Million)

  • Introduction
    • Market Share Analysis, 2022 and 2028 (%)
    • Product Type Trends
  • Connected Console
    • Introduction
    • Market Size and Forecast, 2017 - 2028, (US$ Million)
  • Stand Alone Console
  • Handheld
  • Services
    • Introduction
    • Market Size and Forecast, 2017 - 2028, (US$ Million)
  • Prepaid Services
  • Other Direct Services

5. Global Connected Game Console Market, By Region, 2017 - 2028 (US$ Million)

  • Introduction
    • Market Share Analysis, By Region, 2022 and 2028 (%)
  • North America
    • Regional Trends
    • Market Size and Forecast, Product Type, 2017 - 2028(US$ Million)
    • Market Share Analysis, By Country, 2022 and 2028 (%)
    • U.S.
    • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, Product Type, 2017 - 2028(US$ Million)
    • Market Share Analysis, By Country, 2022 and 2028 (%)
    • U.K.
    • Germany
    • Italy
    • France
    • Russia
    • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, Product Type, 2017 - 2028(US$ Million)
    • Market Share Analysis, By Country, 2022 and 2028 (%)
    • China
    • India
    • Japan
    • ASEAN
    • Australia
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, Product Type, 2017 - 2028(US$ Million)
    • Market Share Analysis, By Country, 2022 and 2028 (%)
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
  • Middle East and Africa
    • Regional Trends
    • Market Size and Forecast, Product Type, 2017 - 2028(US$ Million)
    • Market Share Analysis, By Country, 2022 and 2028 (%)
    • GCC Countries
    • South Africa
    • Rest of the Middle East and Africa

6. Competitive Landscape

  • Company Profiles
    • BlueStacks
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Mad Catz
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Microsoft Corporation
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Nintendo Co. Ltd.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • NVIDIA Corporation
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • OUYA Inc.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • PlayJam
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Sony Corporation
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Valve Corp.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates

7. Section

  • References
  • Research Methodology
  • About us and Sales Contact
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Jeroen Van Heghe

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+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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