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市場調查報告書
商品編碼
1521044

全球遊戲主機市場:預測(2024-2029)

Gaming Console Market - Forecasts from 2024 to 2029

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 124 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

預計2024年全球遊戲主機市場規模將達538.17億美元,2029年將達844.32億美元,預測期內複合年成長率為9.43%。

遊戲主機是一種能夠在整合顯示器上玩立體遊戲的視訊遊戲。這款遊戲主機採用立體技術來營造角色深度的錯覺,並在遊戲過程中提供更好的表面材質感。遊戲技術的快速進步,加上 3D 和虛擬實境在遊戲領域的推廣,預計將在未來幾年推動市場擴張。

此外,對家庭遊戲主機的需求旺盛,加上各種遊戲錦標賽的實施和組織,正在導致市場的上升軌跡。美國、中國和日本等主要遊戲國家處於推動遊戲產業創新的最前沿,進一步為未來市場成長鋪路。

市場促進因素

  • 技術進步推動主機遊戲市場成長

全球主機遊戲市場的成長得益於任天堂和SONY等許多遊戲公司積極參與新遊戲主機的推出和技術創新,以便為客戶提供更先進的遊戲體驗。先進的音訊系統、3D效果、無線系統等創新正在推動全球遊戲主機市場的整體需求,因為這些新的主機遊戲比傳統遊戲更能滿足消費者的需求。

這些遊戲允許消費者在玩遊戲的同時瀏覽網路、下載影片和音訊、聽音樂、觀看影片和任何內容。由於這些特徵,快速發展的一代對主機遊戲的需求不斷增加。同樣,人們可支配收入的增加也增加了對主機遊戲的需求。

市場挑戰

  • 製造複雜性和缺乏專業經驗為市場拓展帶來挑戰

遊戲主機供應商專注於透過他們提供的產品來改善整體遊戲體驗,但在提供這種體驗的過程中,公司必須面臨複雜的設計、主機架構和原型開發問題。此外,營運結構薄弱、盜版增多以及用戶未授權存取優質遊戲等因素預計也將抑制遊戲主機市場的成長。此外,智慧型手機的普及和 5G 的日益普及正在增強行動遊戲應用,並不斷向主機遊戲系統轉變。

  • 家用遊戲主機預計將佔據主要市場佔有率

由於主要市場參與者對家庭遊戲的偏好不斷增加以及遊戲主機的升級,家庭遊戲主機預計將主導市場。由於雲端支援、線上多人遊戲等功能,家用遊戲主機越來越受歡迎,而與該領域相關的許多交易是推動家用遊戲主機市場的其他因素。此外,市場上的主要企業定期升級其遊戲體驗服務,從而導致銷售增加。此外,4K 電視等配件也對該細分市場的成長產生正面影響。

隨著虛擬擴增實境的出現,遊戲體驗也得到了豐富,這導致了產品的升級,而家用遊戲主機的發展,與手持遊戲相比,為消費者提供了更多樣化的選擇來滿足他們的遊戲需求。同時,考慮將電子競技作為職業選擇的新晉運動員數量也推動了遊戲主機市場的發展。高速網路的普及等其他因素也預計將進一步刺激遊戲主機市場的需求,推動其整體擴張。

亞太地區預計將佔據重要市場佔有率

由於遊戲業是日本、中國和韓國等國家的主要產生收入行業之一,預計亞太地區將佔據重要的市場佔有率。此外,SONY、任天堂、SEGA等遊戲主機銷量大幅成長的公司的成長,也對市場成長產生正面影響。例如,SONY互動娛樂於2023年12月宣布,PS5(PlayStation 5)遊戲主機自2020年11月推出以來已售出超過5,000萬台。

目錄

第1章 簡介

  • 市場概況
  • 市場定義
  • 調查範圍
  • 市場區隔
  • 貨幣
  • 先決條件
  • 基準年和預測年時間表
  • 相關利益者的主要利益

第2章調查方法

  • 研究設計
  • 調查過程

第3章執行摘要

  • 主要發現

第4章市場動態

  • 市場促進因素
  • 市場限制因素
  • 波特五力分析
  • 產業價值鏈分析
  • 分析師觀點

第5章全球遊戲主機市場:依主機

  • 介紹
  • 家用遊戲機
    • 市場趨勢和機遇
    • 成長前景
    • 地理盈利洞察
  • 附手把主機
    • 市場趨勢和機遇
    • 成長前景
    • 地理盈利洞察
  • 混合主機
    • 市場趨勢和機遇
    • 成長前景
    • 地理盈利洞察

第6章全球遊戲主機市場:按地區

  • 介紹
  • 北美洲
    • 透過主機
    • 按國家/地區
  • 南美洲
    • 透過主機
    • 按國家/地區
  • 歐洲
    • 透過主機
    • 按國家/地區
  • 中東/非洲
    • 透過主機
    • 按國家/地區
  • 亞太地區
    • 透過主機
    • 按國家/地區

第7章競爭環境及分析

  • 主要企業及策略分析
  • 市場佔有率分析
  • 併購/協議/合作
  • 競爭對手儀表板

第8章 公司簡介

  • Sony Group Corp,
  • Hyperkin
  • Nintendo Co. Ltd.
  • Microsoft Corporation
  • NVIDIA Corporation
  • SEGA Corporation
簡介目錄
Product Code: KSI061610194

The global gaming console market is expected to reach a market size of US$84.432 billion in 2029 from US$53.817 billion in 2024, thereby growing at a CAGR of 9.43%.

The gaming console is a video game that supports stereoscopic games played on an integrated display. The console through the usage of three-dimensional technology creates an in-depth illusion of characters which offers a better feeling of surface materials in the gaming process. The booming advancement in gaming technology coupled with the ongoing trend of promoting 3D and virtual reality in the gaming sector is anticipated to drive market expansion in the coming years.

Moreover, the booming demand for in-house gaming consoles coupled with various implementation and organizing of gaming tournaments has led to an upward market trajectory. Major gaming nations namely the United, States, China, and Japan among others are at the forefront of driving innovations in the gaming sector which has further paved the way for future market growth.

Market Drivers

  • Technological advancement is boosting the console gaming market growth.

The global console gaming market growth is also attributed to the advancement in technology, as many gaming companies such as Nintendo and Sony are showing active participation in new console launches and innovations to provide more advanced gaming experiences to their customers. Innovations such as advanced audio-visual systems, 3D effects, wireless systems, and many more are creating overall gaming console market demand globally as these new console gaming fit the consumer's requirements better than the previous ones.

These games allow consumers to browse the internet, download videos and audio, listen to music, and watch videos or any content simultaneously while playing the games. Due to these features, the demand for console gaming is rising from the fast-flowing generation. Similarly, an increase in disposable income among the population also raises the demand for console gaming.

Market Challenges

  • Complexities in manufacturing and a lack of professional experience have posed a challenge to market expansion.

Though gaming console providers emphasize improving the overall gaming experience through their offerings, however, in the process of providing such an experience the companies have to face complications relating to design, console architecture, and prototype development. Moreover, other factors such as fragile operating structure, growing piracy and unauthorised user access premium games are anticipated to constrain the growth of the console gaming market. Additionally, smartphone adoption and growing 5G penetration have bolstered mobile gaming applications which has created a certain shift towards the console gaming system.

  • Home consoles are expected to account for a significant market share.

Owing to the increasing preference for in-home gaming and the up-gradation of gaming consoles by the key market players, home consoles are expected to dominate the market. The popularity of home consoles is rising due to features such as cloud support, online multiplayer gaming, and many deals associated with this sector are some of the other factors to boost the home gaming console market. Market key players also regularly upgrade their services in the gaming experience; this led to growth in their sales. Additionally, the accessories availability such as 4K TVs has also positively impacted the segment growth.

The gaming experience is also enriched by the advent of virtual and augmented reality which has led to product upgrades, and developments of home consoles which in comparison to handheld gaming has provided consumers with varied options to meet their gaming requirements. At the same time, several budding sportspeople consider e-sports as a career option also aid in the console gaming market. Other factors such as high-speed internet penetration, have further propelled the gaming console market demand which is anticipated to drive the overall expansion.

Asia-Pacific is projected to account for a considerable market share.

Asia Pacific is anticipated to hold a considerable market share as the gaming industry is among the major revenue-generating sectors in countries like Japan, China, and South Korea. The increase in advancements in the companies such as Sony, Nintendo, and SEGA Corporation which are witnessing a significant increase in their gaming console sales has further provided a positive scope for the market growth. For instance, in December 2023, Sony Interactive Entertainment announced the company's PS5 (PlayStation 5) gaming console surpassed the 50 million mark since its launch in November 2020.

Key developments

  • In November 2023: Sony Interactive Entertainment formed a strategic partnership with NCSOFT which aimed to utilize the company's technological expertise in the field of entertainment inclusive of gaming, The collaboration further enabled Sony to expand its PlayStation's reach to a wider audience and enhance its console portfolio.
  • In September 2023: Lenovo unveiled its first Windon gaming handling device "Lenovo Legion Go" which features micro-LED equipped Lenovo Legion Glasses & Lenovo Legion E510 7.1 RGB Gaming In-Ear Headphones. Running on Windows 11 the "Lenovo Legion Go" offers console-rivalling graphics.
  • In August 2023: Qualcomm launched its new "Snapdragon G series" handheld gaming portfolio consisting of three tiers i.e., Snapdragon G1, G2, and G3. The Snapdragon G1 is designed for powering fanless handheld gaming devices and provides lag-free battery life thereby enabling players to stream their favourite PC games and consoles.
  • In February 2023: NVIVDA Corporation and Microsoft Corporation formed a 1-year partnership for bringing Microsoft's Xbox PC game to NVIDIA's "GeForce Now" gaming service. The collaboration will enable gamers to stream Xbox PC titles through GeForce Now to macOS, PCs, and Chromebooks.

Segmentation:

By Console

  • Home Console
  • Handheld Consoles
  • Hybrid Console

By Geography

  • North America
  • USA
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • Germany
  • France
  • United Kingdom
  • Italy
  • Spain
  • Others
  • Middle East and Africa
  • Israel
  • Saudi Arabia
  • Others
  • Asia Pacific
  • China
  • Japan
  • South Korea
  • India
  • Thailand
  • Taiwan
  • Indonesia
  • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Market Definition
  • 1.3. Scope of the Study
  • 1.4. Market Segmentation
  • 1.5. Currency
  • 1.6. Assumptions
  • 1.7. Base, and Forecast Years Timeline
  • 1.8. Key Benefits to the Stakeholder

2. RESEARCH METHODOLOGY

  • 2.1. Research Design
  • 2.2. Research Processes

3. EXECUTIVE SUMMARY

  • 3.1. Key Findings

4. MARKET DYNAMICS

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis
  • 4.5. Analyst View

5. GLOBAL GAMING CONSOLE MARKET BY CONSOLE

  • 5.1. Introduction
  • 5.2. Home Console
    • 5.2.1. Market Trends and Opportunities
    • 5.2.2. Growth Prospects
    • 5.2.3. Geographic Lucrativeness Insight
  • 5.3. Handled Console
    • 5.3.1. Market Trends and Opportunities
    • 5.3.2. Growth Prospects
    • 5.3.3. Geographic Lucrativeness Insight
  • 5.4. Hybrid Console
    • 5.4.1. Market Trends and Opportunities
    • 5.4.2. Growth Prospects
    • 5.4.3. Geographic Lucrativeness Insight

6. GLOBAL GAMING CONSOLE MARKET BY GEOGRAPHY

  • 6.1. Introduction
  • 6.2. North America
    • 6.2.1. By Console
    • 6.2.2. By Country
      • 6.2.2.1. USA
        • 6.2.2.1.1. Market Trends and Opportunities
        • 6.2.2.1.2. Growth Prospects
      • 6.2.2.2. Canada
        • 6.2.2.2.1. Market Trends and Opportunities
        • 6.2.2.2.2. Growth Prospects
      • 6.2.2.3. Mexico
        • 6.2.2.3.1. Market Trends and Opportunities
        • 6.2.2.3.2. Growth Prospects
  • 6.3. South America
    • 6.3.1. By Console
    • 6.3.2. By Country
      • 6.3.2.1. Brazil
        • 6.3.2.1.1. Market Trends and Opportunities
        • 6.3.2.1.2. Growth Prospects
      • 6.3.2.2. Argentina
        • 6.3.2.2.1. Market Trends and Opportunities
        • 6.3.2.2.2. Growth Prospects
      • 6.3.2.3. Others
        • 6.3.2.3.1. Market Trends and Opportunities
        • 6.3.2.3.2. Growth Prospects
  • 6.4. Europe
    • 6.4.1. By Console
    • 6.4.2. By Country
      • 6.4.2.1. Germany
        • 6.4.2.1.1. Market Trends and Opportunities
        • 6.4.2.1.2. Growth Prospects
      • 6.4.2.2. France
        • 6.4.2.2.1. Market Trends and Opportunities
        • 6.4.2.2.2. Growth Prospects
      • 6.4.2.3. United Kingdom
        • 6.4.2.3.1. Market Trends and Opportunities
        • 6.4.2.3.2. Growth Prospects
      • 6.4.2.4. Italy
        • 6.4.2.4.1. Market Trends and Opportunities
        • 6.4.2.4.2. Growth Prospects
      • 6.4.2.5. Spain
        • 6.4.2.5.1. Market Trends and Opportunities
        • 6.4.2.5.2. Growth Prospects
      • 6.4.2.6. Others
        • 6.4.2.6.1. Market Trends and Opportunities
        • 6.4.2.6.2. Growth Prospects
  • 6.5. Middle East and Africa
    • 6.5.1. By Console
    • 6.5.2. By Country
      • 6.5.2.1. Israel
        • 6.5.2.1.1. Market Trends and Opportunities
        • 6.5.2.1.2. Growth Prospects
      • 6.5.2.2. Saudi Arabia
        • 6.5.2.2.1. Market Trends and Opportunities
        • 6.5.2.2.2. Growth Prospects
      • 6.5.2.3. Others
        • 6.5.2.3.1. Market Trends and Opportunities
        • 6.5.2.3.2. Growth Prospects
  • 6.6. Asia Pacific
    • 6.6.1. By Console
    • 6.6.2. By Country
      • 6.6.2.1. China
        • 6.6.2.1.1. Market Trends and Opportunities
        • 6.6.2.1.2. Growth Prospects
      • 6.6.2.2. Japan
        • 6.6.2.2.1. Market Trends and Opportunities
        • 6.6.2.2.2. Growth Prospects
      • 6.6.2.3. South Korea
        • 6.6.2.3.1. Market Trends and Opportunities
        • 6.6.2.3.2. Growth Prospects
      • 6.6.2.4. India
        • 6.6.2.4.1. Market Trends and Opportunities
        • 6.6.2.4.2. Growth Prospects
      • 6.6.2.5. Thailand
        • 6.6.2.5.1. Market Trends and Opportunities
        • 6.6.2.5.2. Growth Prospects
      • 6.6.2.6. Indonesia
        • 6.6.2.6.1. Market Trends and Opportunities
        • 6.6.2.6.2. Growth Prospects
      • 6.6.2.7. Taiwan
        • 6.6.2.7.1. Market Trends and Opportunities
        • 6.6.2.7.2. Growth Prospects
      • 6.6.2.8. Others
        • 6.6.2.8.1. Market Trends and Opportunities
        • 6.6.2.8.2. Growth Prospects

7. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 7.1. Major Players and Strategy Analysis
  • 7.2. Market Share Analysis
  • 7.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 7.4. Competitive Dashboard

8. COMPANY PROFILES

  • 8.1. Sony Group Corp,
  • 8.2. Hyperkin
  • 8.3. Nintendo Co. Ltd.
  • 8.4. Microsoft Corporation
  • 8.5. NVIDIA Corporation
  • 8.6. SEGA Corporation