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Global Videogame Console Market by Distribution Channels (Offline Channels, Online Channel), by Products (PlayStation 4, Xbox One, Leap TV, Steam Machine, Wii U), by Type (Handheld Game Console, Home Console) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028

  • Report ID: CG-68376
  • Author: Up Market Research
  • Rating: 5.0
  • Total Reviews: 62
  • No. Of Pages: 217
  • Format:
  • Pub. Date: 2021-08-21
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Up Market Research published a new report titled “Videogame Console Market research report which is segmented by Distribution Channels (Offline Channels, Online Channel), by Products (PlayStation 4, Xbox One, Leap TV, Steam Machine, Wii U), by Type (Handheld Game Console, Home Console), By Players/Companies PlayJam, Mad Catz, Nintendo Co. Ltd., OUYA Inc., Nvidia Corp., BlueStacks, Valve Corp., Microsoft, Sony”. As per the study the market is expected to grow at a CAGR of XX% in the forecast period.


Report Scope

Report AttributesReport Details
Report TitleVideogame Console Market Research Report
By Distribution ChannelsOffline Channels, Online Channel
By ProductsPlayStation 4, Xbox One, Leap TV, Steam Machine, Wii U
By TypeHandheld Game Console, Home Console
By CompaniesPlayJam, Mad Catz, Nintendo Co. Ltd., OUYA Inc., Nvidia Corp., BlueStacks, Valve Corp., Microsoft, Sony
Regions CoveredNorth America, Europe, APAC, Latin America, MEA
Base Year2020
Historical Year2018 to 2019 (Data from 2010 can be provided as per availability)
Forecast Year2028
Number of Pages217
Number of Tables & Figures152
Customization AvailableYes, the report can be customized as per your need.

The report covers comprehensive data on emerging trends, market drivers, growth opportunities, and restraints that can change the market dynamics of the industry. It provides an in-depth analysis of the market segments which include products, applications, and competitor analysis.


Global Videogame Console Industry Outlook

Global Videogame Console Market Report Segments:

The market is segmented by Distribution Channels (Offline Channels, Online Channel), by Products (PlayStation 4, Xbox One, Leap TV, Steam Machine, Wii U), by Type (Handheld Game Console, Home Console).


Some of the companies that are profiled in this report are:

  1. PlayJam
  2. Mad Catz
  3. Nintendo Co. Ltd.
  4. OUYA Inc.
  5. Nvidia Corp.
  6. BlueStacks
  7. Valve Corp.
  8. Microsoft
  9. Sony

Videogame Console Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report.


Key Benefits for Industry Participants & Stakeholders:

  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the Videogame Console Market

Overview of the regional outlook of the Videogame Console Market:

Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa (MEA). North America region is further bifurcated into countries such as U.S., and Canada. The Europe region is further categorized into U.K., France, Germany, Italy, Spain, Russia, and Rest of Europe. Asia Pacific is further segmented into China, Japan, South Korea, India, Australia, South East Asia, and Rest of Asia Pacific. Latin America region is further segmented into Brazil, Mexico, and Rest of Latin America, and the MEA region is further divided into GCC, Turkey, South Africa, and Rest of MEA.


Videogame Console Market Overview

Highlights of The Videogame Console Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of Videogame Console Market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2028.
  5. Developments and trends in the market.
        6. By Distribution Channels:

                1. Offline Channels

                2. Online Channel

        7. By Products:

                1. PlayStation 4

                2. Xbox One

                3. Leap TV

                4. Steam Machine

                5. Wii U

        8. By Type:

                1. Handheld Game Console

                2. Home Console

  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Videogame Console Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2028.


How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Videogame Console Market Trends

Reasons to Purchase the Videogame Console Market Report:

  • The report includes a plethora of information such as market dynamics scenario and opportunities during the forecast period
  • Segments and sub-segments include quantitative, qualitative, value (USD Million,) and volume (Units Million) data.
  • Regional, sub-regional, and country level data includes the demand and supply forces along with their influence on the market.
  • The competitive landscape comprises share of key players, new developments, and strategies in the last three years.
  • Comprehensive companies offering products, relevant financial information, recent developments, SWOT analysis, and strategies by these players.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Videogame Console Market Overview
   4.1 Introduction 
      4.1.1 Market Taxonomy 
      4.1.2 Market Definition 
      4.1.3 Macro-Economic Factors Impacting the Market Growth 
   4.2 Videogame Console Market Dynamics 
      4.2.1 Market Drivers 
      4.2.2 Market Restraints 
      4.2.3 Market Opportunity 
   4.3 Videogame Console Market - Supply Chain Analysis 
      4.3.1 List of Key Suppliers 
      4.3.2 List of Key Distributors 
      4.3.3 List of Key Consumers 
   4.4 Key Forces Shaping the Videogame Console Market 
      4.4.1 Bargaining Power of Suppliers 
      4.4.2 Bargaining Power of Buyers 
      4.4.3 Threat of Substitution 
      4.4.4 Threat of New Entrants 
      4.4.5 Competitive Rivalry 
   4.5 Global Videogame Console Market Size & Forecast, 2018-2028 
      4.5.1 Videogame Console Market Size and Y-o-Y Growth 
      4.5.2 Videogame Console Market Absolute $ Opportunity 


Chapter 5 Global Videogame Console Market Analysis and Forecast by Distribution Channels
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Distribution Channels
      5.1.2 Basis Point Share (BPS) Analysis by Distribution Channels
      5.1.3 Absolute $ Opportunity Assessment by Distribution Channels
   5.2 Videogame Console Market Size Forecast by Distribution Channels
      5.2.1 Offline Channels
      5.2.2 Online Channel
   5.3 Market Attractiveness Analysis by Distribution Channels

Chapter 6 Global Videogame Console Market Analysis and Forecast by Products
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Products
      6.1.2 Basis Point Share (BPS) Analysis by Products
      6.1.3 Absolute $ Opportunity Assessment by Products
   6.2 Videogame Console Market Size Forecast by Products
      6.2.1 PlayStation 4
      6.2.2 Xbox One
      6.2.3 Leap TV
      6.2.4 Steam Machine
      6.2.5 Wii U
   6.3 Market Attractiveness Analysis by Products

Chapter 7 Global Videogame Console Market Analysis and Forecast by Type
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Type
      7.1.2 Basis Point Share (BPS) Analysis by Type
      7.1.3 Absolute $ Opportunity Assessment by Type
   7.2 Videogame Console Market Size Forecast by Type
      7.2.1 Handheld Game Console
      7.2.2 Home Console
   7.3 Market Attractiveness Analysis by Type

Chapter 8 Global Videogame Console Market Analysis and Forecast by Region
   8.1 Introduction
      8.1.1 Key Market Trends & Growth Opportunities by Region
      8.1.2 Basis Point Share (BPS) Analysis by Region
      8.1.3 Absolute $ Opportunity Assessment by Region
   8.2 Videogame Console Market Size Forecast by Region
      8.2.1 North America
      8.2.2 Europe
      8.2.3 Asia Pacific
      8.2.4 Latin America
      8.2.5 Middle East & Africa (MEA)
   8.3 Market Attractiveness Analysis by Region

Chapter 9 Coronavirus Disease (COVID-19) Impact 
   9.1 Introduction 
   9.2 Current & Future Impact Analysis 
   9.3 Economic Impact Analysis 
   9.4 Government Policies 
   9.5 Investment Scenario

Chapter 10 North America Videogame Console Analysis and Forecast
   10.1 Introduction
   10.2 North America Videogame Console Market Size Forecast by Country
      10.2.1 U.S.
      10.2.2 Canada
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 North America Videogame Console Market Size Forecast by Distribution Channels
      10.6.1 Offline Channels
      10.6.2 Online Channel
   10.7 Basis Point Share (BPS) Analysis by Distribution Channels 
   10.8 Absolute $ Opportunity Assessment by Distribution Channels 
   10.9 Market Attractiveness Analysis by Distribution Channels
   10.10 North America Videogame Console Market Size Forecast by Products
      10.10.1 PlayStation 4
      10.10.2 Xbox One
      10.10.3 Leap TV
      10.10.4 Steam Machine
      10.10.5 Wii U
   10.11 Basis Point Share (BPS) Analysis by Products 
   10.12 Absolute $ Opportunity Assessment by Products 
   10.13 Market Attractiveness Analysis by Products
   10.14 North America Videogame Console Market Size Forecast by Type
      10.14.1 Handheld Game Console
      10.14.2 Home Console
   10.15 Basis Point Share (BPS) Analysis by Type 
   10.16 Absolute $ Opportunity Assessment by Type 
   10.17 Market Attractiveness Analysis by Type

Chapter 11 Europe Videogame Console Analysis and Forecast
   11.1 Introduction
   11.2 Europe Videogame Console Market Size Forecast by Country
      11.2.1 Germany
      11.2.2 France
      11.2.3 Italy
      11.2.4 U.K.
      11.2.5 Spain
      11.2.6 Russia
      11.2.7 Rest of Europe
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Europe Videogame Console Market Size Forecast by Distribution Channels
      11.6.1 Offline Channels
      11.6.2 Online Channel
   11.7 Basis Point Share (BPS) Analysis by Distribution Channels 
   11.8 Absolute $ Opportunity Assessment by Distribution Channels 
   11.9 Market Attractiveness Analysis by Distribution Channels
   11.10 Europe Videogame Console Market Size Forecast by Products
      11.10.1 PlayStation 4
      11.10.2 Xbox One
      11.10.3 Leap TV
      11.10.4 Steam Machine
      11.10.5 Wii U
   11.11 Basis Point Share (BPS) Analysis by Products 
   11.12 Absolute $ Opportunity Assessment by Products 
   11.13 Market Attractiveness Analysis by Products
   11.14 Europe Videogame Console Market Size Forecast by Type
      11.14.1 Handheld Game Console
      11.14.2 Home Console
   11.15 Basis Point Share (BPS) Analysis by Type 
   11.16 Absolute $ Opportunity Assessment by Type 
   11.17 Market Attractiveness Analysis by Type

Chapter 12 Asia Pacific Videogame Console Analysis and Forecast
   12.1 Introduction
   12.2 Asia Pacific Videogame Console Market Size Forecast by Country
      12.2.1 China
      12.2.2 Japan
      12.2.3 South Korea
      12.2.4 India
      12.2.5 Australia
      12.2.6 South East Asia (SEA)
      12.2.7 Rest of Asia Pacific (APAC)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Asia Pacific Videogame Console Market Size Forecast by Distribution Channels
      12.6.1 Offline Channels
      12.6.2 Online Channel
   12.7 Basis Point Share (BPS) Analysis by Distribution Channels 
   12.8 Absolute $ Opportunity Assessment by Distribution Channels 
   12.9 Market Attractiveness Analysis by Distribution Channels
   12.10 Asia Pacific Videogame Console Market Size Forecast by Products
      12.10.1 PlayStation 4
      12.10.2 Xbox One
      12.10.3 Leap TV
      12.10.4 Steam Machine
      12.10.5 Wii U
   12.11 Basis Point Share (BPS) Analysis by Products 
   12.12 Absolute $ Opportunity Assessment by Products 
   12.13 Market Attractiveness Analysis by Products
   12.14 Asia Pacific Videogame Console Market Size Forecast by Type
      12.14.1 Handheld Game Console
      12.14.2 Home Console
   12.15 Basis Point Share (BPS) Analysis by Type 
   12.16 Absolute $ Opportunity Assessment by Type 
   12.17 Market Attractiveness Analysis by Type

Chapter 13 Latin America Videogame Console Analysis and Forecast
   13.1 Introduction
   13.2 Latin America Videogame Console Market Size Forecast by Country
      13.2.1 Brazil
      13.2.2 Mexico
      13.2.3 Rest of Latin America (LATAM)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Latin America Videogame Console Market Size Forecast by Distribution Channels
      13.6.1 Offline Channels
      13.6.2 Online Channel
   13.7 Basis Point Share (BPS) Analysis by Distribution Channels 
   13.8 Absolute $ Opportunity Assessment by Distribution Channels 
   13.9 Market Attractiveness Analysis by Distribution Channels
   13.10 Latin America Videogame Console Market Size Forecast by Products
      13.10.1 PlayStation 4
      13.10.2 Xbox One
      13.10.3 Leap TV
      13.10.4 Steam Machine
      13.10.5 Wii U
   13.11 Basis Point Share (BPS) Analysis by Products 
   13.12 Absolute $ Opportunity Assessment by Products 
   13.13 Market Attractiveness Analysis by Products
   13.14 Latin America Videogame Console Market Size Forecast by Type
      13.14.1 Handheld Game Console
      13.14.2 Home Console
   13.15 Basis Point Share (BPS) Analysis by Type 
   13.16 Absolute $ Opportunity Assessment by Type 
   13.17 Market Attractiveness Analysis by Type

Chapter 14 Middle East & Africa (MEA) Videogame Console Analysis and Forecast
   14.1 Introduction
   14.2 Middle East & Africa (MEA) Videogame Console Market Size Forecast by Country
      14.2.1 Saudi Arabia
      14.2.2 South Africa
      14.2.3 UAE
      14.2.4 Rest of Middle East & Africa (MEA)
   14.3 Basis Point Share (BPS) Analysis by Country
   14.4 Absolute $ Opportunity Assessment by Country
   14.5 Market Attractiveness Analysis by Country
   14.6 Middle East & Africa (MEA) Videogame Console Market Size Forecast by Distribution Channels
      14.6.1 Offline Channels
      14.6.2 Online Channel
   14.7 Basis Point Share (BPS) Analysis by Distribution Channels 
   14.8 Absolute $ Opportunity Assessment by Distribution Channels 
   14.9 Market Attractiveness Analysis by Distribution Channels
   14.10 Middle East & Africa (MEA) Videogame Console Market Size Forecast by Products
      14.10.1 PlayStation 4
      14.10.2 Xbox One
      14.10.3 Leap TV
      14.10.4 Steam Machine
      14.10.5 Wii U
   14.11 Basis Point Share (BPS) Analysis by Products 
   14.12 Absolute $ Opportunity Assessment by Products 
   14.13 Market Attractiveness Analysis by Products
   14.14 Middle East & Africa (MEA) Videogame Console Market Size Forecast by Type
      14.14.1 Handheld Game Console
      14.14.2 Home Console
   14.15 Basis Point Share (BPS) Analysis by Type 
   14.16 Absolute $ Opportunity Assessment by Type 
   14.17 Market Attractiveness Analysis by Type

Chapter 15 Competition Landscape 
   15.1 Videogame Console Market: Competitive Dashboard
   15.2 Global Videogame Console Market: Market Share Analysis, 2019
   15.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      15.3.1 PlayJam
      15.3.2 Mad Catz
      15.3.3 Nintendo Co. Ltd.
      15.3.4 OUYA Inc.
      15.3.5 Nvidia Corp.
      15.3.6 BlueStacks
      15.3.7 Valve Corp.
      15.3.8 Microsoft
      15.3.9 Sony
Segments Covered in the Report
The global Videogame Console market has been segmented based on

By Distribution Channels
  • Offline Channels
  • Online Channel
By Products
  • PlayStation 4
  • Xbox One
  • Leap TV
  • Steam Machine
  • Wii U
By Type
  • Handheld Game Console
  • Home Console
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • PlayJam
  • Mad Catz
  • Nintendo Co. Ltd.
  • OUYA Inc.
  • Nvidia Corp.
  • BlueStacks
  • Valve Corp.
  • Microsoft
  • Sony

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