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市場調查報告書
商品編碼
1627878

遊戲機市場:預測(2025-2030)

Gaming Console Market - Forecasts from 2025 to 2030

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 144 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

預計全球遊戲機市場在預測期內將以 10.12% 的複合年成長率成長,從 2025 年的 560.18 億美元增至 2030 年的 906.83 億美元。

遊戲機是一種專為玩視訊遊戲而設計的設備,可提供比在電腦或行動裝置上玩遊戲更身臨其境的遊戲體驗。市場動態使其成為一個充滿活力且競爭激烈的行業,近年來經歷了顯著的成長。

全球家電需求的成長也將提高遊戲機的市場佔有率。遊戲機使用戶能夠在多種裝置(例如電視和電腦)上玩遊戲。此外,隨著配備陀螺儀感測器的遊戲機等新技術的推出,遊戲機的市佔率預計將大幅增加。

日本電子情報技術產業協會(JEITA)在年度報告中表示,日本家用電器的銷售量大幅成長。 2022年4月家電產品總產值為285.15億日圓,2023年4月增至350.24億日圓。

遊戲機市場促進因素

  • 遊戲領域需求增加

推動全球遊戲機市場的主要因素是全球對遊戲產業的需求不斷成長。 3D和4D遊戲以及身臨其境型遊戲技術等新遊戲技術的引入正在顯著推動全球遊戲市場的發展。

最大的遊戲解決方案開發商之一微軟公司在年度報告中表示,過去幾年遊戲部門的收益大幅成長。該公司表示,2021年其遊戲部門的總合收益為153.7億美元,數字增至162.3億美元,並於2023年收縮至154.66億美元。同樣,任天堂的遊戲收入近年來也大幅成長。該公司表示,2022 年該公司任天堂 Switch 平台的銷售總收益為 15,092.02 億日元,2023 年將增至 15,324.38 億日元。

遊戲機市場的地理前景

  • 預計美國將在預測期內佔據最大佔有率。

由於多種因素,美國遊戲機市場正在不斷擴大。某些獨家遊戲的吸引力,尤其是那些與流行系列相關的專利權,在遊戲機偏好中發揮重要作用。此外,由於電子競技和線上多人遊戲的流行,競技遊戲和社交遊戲的出現也呈現成長趨勢。數位發行的興起透過按需提供大量遊戲和可下載內容來增加美國的需求,從而增加用戶的便利性和互動。

此外,數位化內容和高速網路使消費者更容易透過網路存取甚至玩視訊遊戲。該國的遊戲市場正在擴大,幾大遊戲公司已將業務擴展到美國。

此外,美國也是許多著名的職業電競聯盟和團隊的所在地,並定期舉辦重要的遊戲節,例如 E3 和 PAX。美國遊戲機產業正是在這樣的背景下蓬勃發展。

此外,美國遊戲機市場也受到遊戲 YouTuber 和串流成長的顯著影響。遊戲 YouTuber 被認為是當今遊戲圈中最受歡迎的積極分子,他們的推薦和意見對消費者的購買影響很大。為了幫助觀眾決定是否購買特定的電玩遊戲或遊戲機,一些 YouTuber 創建了面向遊戲玩法、影片演練和遊戲評論的內容。

因此,美國遊戲機市場正受益於美國遊戲 YouTuber 的日益普及,如 YouTube 訂閱者數量所示。此外,29%的玩家年齡超過50歲。 53%的玩家是男性,46%是女性。

為什麼要購買這份報告?

  • 富有洞察力的分析:獲得涵蓋關鍵和新興地區的深入市場洞察,重點關注客戶細分、政府政策和社會經濟因素、消費者偏好、行業和其他子區隔。
  • 競爭格局:了解世界主要參與者所採取的策略策略,並了解採用正確策略滲透市場的潛力。
  • 市場趨勢和促進因素:探索動態因素和關鍵市場趨勢以及它們將如何影響未來的市場發展。
  • 可行的建議:利用洞察力做出策略決策,在動態環境中釋放新的業務流和收益。
  • 受眾廣泛:對於新興企業、研究機構、顧問、中小企業和大型企業有用且具有成本效益。

它有什麼用?

產業和市場考量、機會評估、產品需求預測、打入市場策略、地理擴張、資本投資決策、法律規範與影響、新產品開發、競爭影響

調查範圍

  • 2022年至2030年歷史資料與預測
  • 成長機會、挑戰、供應鏈前景、法規結構、客戶行為和趨勢分析
  • 競爭定位、策略和市場佔有率分析
  • 細分市場和區域分析,包括收益成長和預測國家
  • 公司概況(尤其是主要趨勢等)

遊戲機市場分為以下幾個部分:

按類型

  • 家用遊戲機
  • 掌上型遊戲機
  • 混合遊戲機

按地區

  • 北美洲
  • 美國
  • 加拿大
  • 墨西哥
  • 南美洲
  • 巴西
  • 阿根廷
  • 其他
  • 歐洲
  • 德國
  • 法國
  • 英國
  • 義大利
  • 西班牙
  • 其他
  • 中東/非洲
  • 以色列
  • 沙烏地阿拉伯
  • 其他
  • 亞太地區
  • 中國
  • 日本
  • 韓國
  • 印度
  • 泰國
  • 台灣
  • 印尼
  • 其他

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
  • 相關人員的主要利益

第2章調查方法

  • 研究設計
  • 調查過程
  • 資料檢驗

第3章執行摘要

  • 主要發現
  • 分析師觀點

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

第5章 遊戲機市場:銷售、規格、功能比較

第6章 全球遊戲機市場:依類型

  • 介紹
  • 家用遊戲機
  • 掌上型遊戲機
  • 混合遊戲機

第7章 全球遊戲機市場:依地區分類

  • 介紹
  • 北美洲
    • 按類型
    • 按國家/地區
  • 南美洲
    • 按類型
    • 按國家/地區
  • 歐洲
    • 按類型
    • 按國家/地區
  • 中東/非洲
    • 按類型
    • 按國家/地區
  • 亞太地區
    • 按類型
    • 按國家/地區

第8章競爭環境及分析

  • 主要企業及策略分析
  • 新興企業和市場盈利
  • 合併、收購、協議和合作
  • 競爭對手儀表板

第9章 公司簡介

  • Sony Group Corp.
  • Nintendo Co., Ltd.
  • Microsoft Corporation
  • NVIDIA Corporation
  • ASUSTeK Computer Inc.
  • Lenovo
  • SAMSUNG
  • Advanced Micro Devices, Inc.
  • Atari SA
簡介目錄
Product Code: KSI061610194

The global gaming console market is projected to grow at a CAGR of 10.12% over the forecast period, increasing from US$56.018 billion in 2025 to US$90.683 billion by 2030.

Gaming consoles are devices designed to play video games and offer a more immersive gaming experience than playing games on a computer or mobile device. The gaming console market is a dynamic and highly competitive industry that has seen significant growth in recent years.

The growing global consumer electronics demand will also boost the gaming console's market share. The gaming console offers the users the ability to play games on multiple devices, like televisions and computers. Moreover, with the introduction of new technologies, like gyroscopic gaming consoles, the share of gaming consoles will also grow significantly.

In its annual report, the Japan Electronics and Information Technology Industries Association (JEITA) stated that the sales of consumer electronics products witnessed massive growth in the nation. The agency stated that in April 2022, the total production of consumer electronics products in the nation was recorded at Yen 28,515 million, which increased to YEN 35,024 million in April 2023.

Gaming console market growth drivers

  • Rising demand for the gaming sector.

A major factor propelling the global gaming console market is the increasing global demand for the gaming sector. The introduction of new gaming technologies, like 3D and 4D gaming, and immersive gaming technologies boost the global gaming market significantly.

Microsoft Corporation, one of the biggest developers of gaming solutions, in its annual report, stated that its gaming segment's revenue increased significantly over the past few years. The company stated that in 2021, it earned a total of US$15,370 million in revenue from the gaming segment, which increased to US$16,230 million, and contracted back to US$15,466 million in 2023. Similarly, the revenue of Nintendo has also increased significantly in its gaming segment over the past few years. The company stated that in 2022, the company's total revenue from the sale of Nintendo Switch Platform was recorded at YEN 1,509,202 million, which increased to YEN 1,532,438 million in 2023.

Gaming console market geographical outlook

  • The United States is expected to hold substantial share in the projected period.

The market for gaming consoles in the US is expanding due to several factors. The attractiveness of particular exclusive games, especially those tied to popular franchises, plays a major role in console preferences. Moreover, there has been a rising trend due to the popularity of e-sports and online multiplayer games, which has brought about competitive and social gaming. The rise of digital distribution has increased user convenience and interaction by allowing them access to a huge catalogue of games and downloadable content on demand, increasing its demand in the United States.

Furthermore, due to digitized content and fast internet, it has become easier for consumers to access and even play video games through the Internet. The country has an expansive gaming market, and several large video gaming companies are based in the United States.

In addition, there are many notable professional eSports leagues and teams within the country, and significant gaming festivals like E3 and PAX are regularly conducted here. The US game console industry has received a boost from this.

Moreover, the US gaming console market has been significantly impacted by the growth of gaming YouTubers or streamers. Gaming YouTubers are recognized today as the most sought-after activists within the gaming circle, with their recommendations and opinions carrying significant weight toward the purchases of consumers. To assist the audience in deciding whether to purchase a certain video game or a gaming console, several YouTubers create content oriented towards gameplay, video walkthroughs, and game reviews.

As a result, the US gaming console market has benefited from the growing popularity of US-based gaming YouTubers, as indicated by their YouTube subscriber counts. Additionally, 29% of players are 50 years of age or older. 53% of the players identify as male, while 46% identify as female.

Reasons for buying this report:-

  • Insightful Analysis: Gain detailed market insights covering major as well as emerging geographical regions, focusing on customer segments, government policies and socio-economic factors, consumer preferences, industry verticals, other sub- segments.
  • Competitive Landscape: Understand the strategic maneuvers employed by key players globally to understand possible market penetration with the correct strategy.
  • Market Drivers & Future Trends: Explore the dynamic factors and pivotal market trends and how they will shape up future market developments.
  • Actionable Recommendations: Utilize the insights to exercise strategic decision to uncover new business streams and revenues in a dynamic environment.
  • Caters to a Wide Audience: Beneficial and cost-effective for startups, research institutions, consultants, SMEs, and large enterprises.

What do businesses use our reports for?

Industry and Market Insights, Opportunity Assessment, Product Demand Forecasting, Market Entry Strategy, Geographical Expansion, Capital Investment Decisions, Regulatory Framework & Implications, New Product Development, Competitive Intelligence

Report Coverage:

  • Historical data & forecasts from 2022 to 2030
  • Growth Opportunities, Challenges, Supply Chain Outlook, Regulatory Framework, Customer Behaviour, and Trend Analysis
  • Competitive Positioning, Strategies, and Market Share Analysis
  • Revenue Growth and Forecast Assessment of segments and regions including countries
  • Company Profiling (Strategies, Products, Financial Information, and Key Developments among others)

The gaming console market is analyzed into the following segments:

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 for the Stakeholders

2. RESEARCH METHODOLOGY

  • 2.1. Research Design
  • 2.2. Research Process
  • 2.3. Data Validation

3. EXECUTIVE SUMMARY

  • 3.1. Key Findings
  • 3.2. Analyst View

4. MARKET DYNAMICS

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Supplier
    • 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

5. GAMING CONSOLE SALES, SPECIFICATIONS, AND FEATURE COMPARISON

6. GLOBAL GAMING CONSOLE MARKET BY TYPE

  • 6.1. Introduction
  • 6.2. Home Console
  • 6.3. Handheld Consoles
  • 6.4. Hybrid Consoles

7. GLOBAL GAMING CONSOLE MARKET BY GEOGRAPHY

  • 7.1. Introduction
  • 7.2. North America
    • 7.2.1. By Type
    • 7.2.2. By Country
      • 7.2.2.1. United States
      • 7.2.2.2. Canada
      • 7.2.2.3. Mexico
  • 7.3. South America
    • 7.3.1. By Type
    • 7.3.2. By Country
      • 7.3.2.1. Brazil
      • 7.3.2.2. Argentina
      • 7.3.2.3. Others
  • 7.4. Europe
    • 7.4.1. By Type
    • 7.4.2. By Country
      • 7.4.2.1. Germany
      • 7.4.2.2. France
      • 7.4.2.3. United Kingdom
      • 7.4.2.4. Italy
      • 7.4.2.5. Spain
      • 7.4.2.6. Others
  • 7.5. Middle East and Africa
    • 7.5.1. By Type
    • 7.5.2. By Country
      • 7.5.2.1. Israel
      • 7.5.2.2. Saudi Arabia
      • 7.5.2.3. Others
  • 7.6. Asia Pacific
    • 7.6.1. By Type
    • 7.6.2. By Country
      • 7.6.2.1. China
      • 7.6.2.2. Japan
      • 7.6.2.3. India
      • 7.6.2.4. South Korea
      • 7.6.2.5. Thailand
      • 7.6.2.6. Indonesia
      • 7.6.2.7. Taiwan
      • 7.6.2.8. Others

8. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 8.1. Major Players and Strategy Analysis
  • 8.2. Emerging Players and Market Lucrativeness
  • 8.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 8.4. Competitive Dashboard

9. COMPANY PROFILES

  • 9.1. Sony Group Corp.
  • 9.2. Nintendo Co., Ltd.
  • 9.3. Microsoft Corporation
  • 9.4. NVIDIA Corporation
  • 9.5. ASUSTeK Computer Inc.
  • 9.6. Lenovo
  • 9.7. SAMSUNG
  • 9.8. Advanced Micro Devices, Inc.
  • 9.9. Atari SA