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Global Gaming Consoles Market:Emerging Trends & Growing Popularity- Key players:NVIDIA Corporation; SONY CORPORATION OF AMERICA; Slightly Mad Studios; Google; Logitech; Apple Inc.; Razer Inc.; Avatar Reality, Inc.;

Global Gaming Consoles Market is expected to rise from its initial estimated value of USD 38.12 billion in 2018 to an estimated value of USD 54.51 billion by 2026, registering a CAGR of 4.57% in the forecast period of 2019-2026.

Market Analysis: Global Gaming Consoles Market 

Global Gaming Consoles Market is expected to rise from its initial estimated value of USD 38.12 billion in 2018 to an estimated value of USD 54.51 billion by 2026, registering a CAGR of 4.57% in the forecast period of 2019-2026. This rise in market value can be attributed to the growing adoption of gaming culture and increasing levels of population playing games nowadays.

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Key Market Competitors: Global Gaming Consoles Market 

Few of the major competitors currently working in the gaming consoles market are NVIDIA Corporation; SONY CORPORATION OF AMERICA; Slightly Mad Studios; Google; Logitech; Apple Inc.; Razer Inc.; Avatar Reality, Inc.; Oculus VR; madcatz and Microsoft

Global gaming consoles market is highly fragmented and the major players have used various strategies such as new product launches, expansions, agreements, joint ventures, partnerships, acquisitions, and others to increase their footprints in this market. The report includes market shares of gaming consoles market for global, Europe, North America, Asia-Pacific, South America and Middle East & Africa.

Global Gaming Consoles Market By Console Type, Product, Age Group, Gamer ,Distribution Channel ,Application ,Geography (North America, South America, Europe, Asia-Pacific and Middle East and Africa) – Industry Trends and Forecast to 2026

 Several important Key questions answer covered in this Gaming Consoles Market research report:

What is status of Gaming Consoles Market? -This Overview Includes Analysis of Scope, Prospect, Growth trend, Sales by regions, manufacturers, types and applications.

What trends, challenges and barriers are influencing its growth?

What is Gaming Consoles Market forecasts (2019-2026)? – Considering Sales, Revenue, Growth rate, Price and Trends for Regions, Types and Applications?

Who Are Gaming Consoles Market Key Manufacturers?

What will be the market size and the growth rate in 2025? -What are the key factors driving the Gaming Consoles Market?

What are the key outcomes of the distinct analysis of the world Gaming Consoles Market Market-Analysis done by considering prime elements?

Key Developments in the Market:

  • In March 2019, Google announced the launch of a new gaming service termed as “Stadia” which will allow gamers to enjoy playing the high-end games without the need for purchasing a gaming console, or a computer system. The users will be able to run the gaming service with the click of a button without the need for any additional physical hardware; they just need a screen for visualising and playing the games.
  • In January 2019, Slightly Mad Studios announced they are in the process of developing and commercialising a gaming console similar to Xbox and Playstation. The console termed as “The Mad Box” will be shipped in three years and will be able to support the VR headsets and will have the capabilities of an updated PC available in the market 2 years from now.

Table of Contents:

Chapter 1: Study Coverage

Chapter 2: Executive Summary

Chapter 3: Market Size-by Manufacturers

Chapter 4: Production-by Regions

Chapter 5: Consumption-by Regions

Chapter 6: Market Size-by Type

Chapter 7: Market Size-by Application

Chapter 8: Manufacturers Profiles

Chapter 9: Production Forecasts

Chapter 10: Consumption Forecast

Chapter 11: Upstream, Industry Chain and Downstream Customers Analysis

Chapter 12: Opportunities & Challenges, Threat and Affecting Factors

Chapter 13: Key Findings

Chapter 14: Appendix

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 Segmentation: Global Gaming Consoles Market

By Console Type

  • Gaming Console
  • Handheld Gaming Console
  • PC Gaming Console

By Product

  • Playstation
  • Xbox
  • Wii
  • Others

By Age Group

  • 0-22 Years
  • 23-32 Years
  • Above 33 Years

By Gamer

  • Hard-Core Gamer
  • Casual Gamer

By Distribution Channel

  • Online Distribution Channel
  • Offline Distribution Channel

By Application

  • Household Usage
  • Commercial Usage

By Geography

  • North America
    • Canada
    • Mexico
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Russia
    • Turkey
    • Belgium
    • Netherlands
    • Switzerland
    • Rest of Europe
  • Asia-Pacific
    • Japan
    • China
    • South Korea
    • India
    • Australia
    • Singapore
    • Thailand
    • Malaysia
    • Indonesia
    • Philippines
    • Rest of AsiaPacific
  • Middle East & Africa
    • South Africa
    • Egypt
    • Saudi Arabia
    • United Arab Emirates
    • Israel
    • Rest of Middle East & Africa

Market Drivers:

  • Technological advancements and developments of innovative product offerings is expected to be one of the major drivers of the market growth
  • Added benefits and features associated with the consoles such as being an entertainment console rather than just being a gaming console is one of the major factors driving the growth of the market

Market Restraint:

  • High levels of cost associated with the devices available in the market along with the high cost of individual gaming titles required to operate these consoles is expected to restrain the growth of the market
  • Presence and emergence of cheaper substitutes such as smartphones, tablets is expected to restrain the growth of the market

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Key Insights in the report:

  • Competitive analysis of key competitors involved in the market
  • Complete analysis of market segmentation and which segments are set to flourish in the forecast period of 2019 to 2026
  • Market drivers and restraints analysis along with the analysis of the market structure

About Data Bridge Market Research:

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