封面
市場調查報告書
商品編碼
1605251

遊戲機市場規模、佔有率、成長分析、按組件、按主機類型、按平台、按技術、按年齡層、按應用程式、按設備、按分銷管道、按最終用途、按地區- 行業預測,2024年~2031 年

Gaming Console Market Size, Share, Growth Analysis, By Component (Hardware, Software), By Console Type, By Platform, By Technology, By Age Group, By Application, By Device, By Distribution Channel, By End Use, By Region - Industry Forecast 2024-2031

出版日期: | 出版商: SkyQuest | 英文 157 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

2022年全球遊戲機市場規模將為232億美元,從2023年的244億美元成長到2031年的360億美元,複合年成長率預計將成長5%。

在增強遊戲體驗的創新音訊技術進步的推動下,遊戲機市場預計在未來幾年將顯著成長。高清音響系統和視覺效果越來越受歡迎,讓消費者享受更豐富、更身臨其境的遊戲體驗。具有 HDMI 連接功能的高清電視和用於連接外部硬碟的內建無線功能等增強功能可能會進一步增加使用者的興趣。目前流行的遊戲機包括 Wii U、PlayStation 4、Xbox One、Steam Machine、RetroN 5、Leap TV 等。該行業的一個顯著趨勢是多功能主機的興起,這些控制台允許用戶在沉浸於遊戲的同時訪問視訊串流、音樂和網路瀏覽,預計這將對市場成長產生積極影響。然而,挑戰迫在眉睫,因為購買這些遊戲機和遊戲光碟的成本可能會阻礙一些消費者。此外,智慧型手機和平板電腦作為強大的替代遊戲機的出現,以及消費者尋求線上和行動遊戲選擇的趨勢不斷成長,也可能阻礙傳統遊戲機的成長。與昂貴的主機遊戲相比,線上和行動遊戲通常提供更實惠的選擇,因此市場需求可能會下降,但要在不斷變化的環境中保持相關性,就需要製造商採取戰略重點。

目錄

介紹

  • 研究目的
  • 調查範圍
  • 定義

調查方法

  • 資訊採購
  • 二手資料和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 按細分市場的機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制因素和挑戰
  • 波特分析及影響
    • 競爭公司之間的敵對關係
    • 替代品的威脅
    • 買方議價能力
    • 新進入者的威脅
    • 供應商的議價能力

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 關鍵投資機會
  • 市場生態系統
  • 市場吸引力指數(2023)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 價格分析
  • 技術進步
  • 監管環境
  • 案例研究
  • 專利分析
  • 貿易分析

遊戲機市場規模:按組件分類的複合年成長率(2024-2031)

  • 市場概況
  • 硬體
  • 軟體

遊戲機市場規模:以主機類型分類的複合年成長率(2024-2031)

  • 市場概況
  • 電視遊戲機
  • 掌上型遊戲機
  • 電腦遊戲機
  • 混合主機
  • 專用主機
  • 數位主機
  • 線上/微交易主機

遊戲機市場規模:依平台分類的複合年成長率(2024-2031)

  • 市場概況
  • PlayStation
  • Xbox
  • Wii
  • 其他

遊戲機市場規模:依技術分類的複合年成長率(2024-2031)

  • 市場概況
  • 虛擬實境/擴增實境
  • 動作跳躍技術
  • 偏光百葉窗技術
  • 自動立體視覺
  • Xbox幻覺
  • 其他

遊戲機市場規模:依年齡層/複合年成長率(2024-2031)

  • 市場概況
  • 0-22歲
  • 23-32歲
  • 32歲以上

遊戲機市場規模:依應用程式/複合年成長率(2024-2031)

  • 市場概況
  • 射手
  • 行動
  • 體育比賽
  • 角色扮演
  • 冒險
  • 種族
  • 鬥爭
  • 策略
  • 其他

遊戲機市場規模:依設備分類的複合年成長率(2024-2031)

  • 市場概況
  • 電視機
  • 電腦/個人電腦
  • 系統主機

遊戲機市場規模:依分銷管道分類的複合年成長率(2024-2031)

  • 線上出貨通路
  • 線下分銷通路

遊戲機市場規模:依應用程式/複合年成長率(2024-2031)

  • 市場概況
  • 家庭使用
  • 商業用途

遊戲機市場規模/複合年成長率(2024-2031)

  • 北美(組件、主機類型、平台、技術、年齡層、應用程式、設備、分銷管道、最終用途)
    • 美國
    • 加拿大
  • 歐洲(組件、主機類型、平台、技術、年齡層、應用程式、設備、分銷管道、最終用途)
    • 英國
    • 德國
    • 西班牙
    • 法國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區(組件、主機類型、平台、技術、年齡層、應用程式、設備、分銷管道、最終用途)
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲(組件、主機類型、平台、技術、年齡層、應用程式、設備、分銷管道、最終用途)
    • 巴西
    • 其他拉丁美洲地區
  • 中東和非洲(組件、主機類型、平台、技術、年齡層、應用程式、設備、分銷管道、最終用途)
    • 海灣合作理事會國家
    • 南非
    • 其他中東/非洲

競爭資訊

  • 前5名企業對比
  • 主要企業市場定位(2023年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2023)
  • 主要企業簡介
    • 公司簡介
    • 產品系列分析
    • 按公司分公司分類的股份分析
    • 收益與前一年同期比較(2021-2023)

主要企業簡介

  • Sony Corporation
  • Microsoft Corporation
  • Nintendo Co., Ltd.
  • Logitech Inc.
  • Sega Corporation
  • Atari SA
  • NVIDIA Corporation
  • Mad Catz Interactive Inc.
  • Turtle Beach Corporation
  • Hyperkin Inc.
  • Razer Inc.
  • Ouya Inc.
  • Amazon.com Inc.
  • OnLive Inc.
  • GameStick
  • Alibaba Group Holding Limited
  • ZOTAC International(MCO)Ltd.
  • Valve Corporation
  • Google LLC
  • Xiaomi Corporation

結論和建議

簡介目錄
Product Code: SQMIG45K2017

Global Gaming Console Market size was valued at USD 23.2 billion in 2022 and is poised to grow from USD 24.4 billion in 2023 to USD 36 billion by 2031, growing at a CAGR of 5% during the forecast period (2024-2031).

The gaming console market is poised for significant growth in the coming years, fueled by advancements in innovative audiovisual technology that enhance the gaming experience. The increasing popularity of high-definition sound systems and visuals is driving demand for consoles, offering consumers a richer and more immersive gameplay. Enhancements such as HDTVs featuring HDMI connections and built-in wireless capabilities to connect external hard drives are set to further elevate user engagement. Current popular gaming consoles include the Wii U, PlayStation 4, Xbox One, Steam Machine, RetroN 5, and Leap TV. A notable trend within the industry is the rise of multi-functional consoles that allow users to simultaneously engage in gaming while accessing video streaming, music, and internet browsing, which is expected to positively influence market growth. However, challenges loom as the cost of these consoles, both at purchase and for game discs, may deter some consumers. Additionally, the emergence of smartphones and tablets as viable gaming alternatives, coupled with a growing consumer inclination towards online and mobile gaming options, could impede traditional console growth. As online and mobile games often present a more affordable option compared to expensive console games, the market could see a decline in demand, necessitating strategic pivots from manufacturers to maintain relevance in an evolving landscape.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Gaming Console market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Gaming Console Market Segmental Analysis

Global Gaming Console Market is segmented by Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use and Region. Based on Component the market is segmented into Hardware, Software. Based on Console Type, the market is segmented into TV Gaming Console, Handheld Gaming Console, PC Gaming Console, Hybrid Consoles, Dedicated Consoles, Digital Consoles, Online/Microtransaction Consoles. Based on Platform, the market is segmented into PlayStation, Xbox, Wii, Others. Based on Technology, the market is segmented into Virtual and Augmented Reality, Motion Jump Technology, Polarized Shutter Technology, Automatic Stereoscopy, Xbox Illusion, Others. Based on Age Group, the market is segmented into 0-22 Years, 23-32 Years, above 33 Years. Based on Application, the market is segmented into Shooter, Action, Sport Games, Role-Playing, Adventure, Racing, Fighting, Strategy. Based on Device, the market is segmented into TV, Computer/PC, System Consoles. Based on Distribution Channel, the market is segmented into Online Distribution Channel, Offline Distribution Channel. Based on End Use, the market is segmented into Household Usage, Commercial Usage. Based on Region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.

Driver of the Global Gaming Console Market

The global gaming console market is being propelled forward by the increasing demand for consoles that utilize cutting-edge wireless technologies, including Bluetooth 5.0 and Wi-Fi. Major industry players like Sony Corporation are focusing on delivering these advanced consoles to enhance user experiences, thereby reducing reliance on wired accessories. Additionally, the surge in popularity of 3D gaming is contributing significantly to market growth. With capabilities for stereoscopic graphics and high-resolution displays, 3D consoles provide gamers with features like precise 3D localization, which enhances realism and enjoyment during gameplay. This growing preference for 3D architecture in gaming consoles is anticipated to further drive market expansion in the coming years.

Restraints in the Global Gaming Console Market

The Global Gaming Console market faces notable restraints primarily stemming from a shortage of skilled developers and testers, as well as inadequate infrastructure, which complicates the console design process for manufacturers. This challenge poses a significant barrier to growth in the industry. Additionally, rampant piracy-both online and offline-has led to unauthorized access to premium games at little to no cost, further undermining the market. The resulting instability in the operating framework, along with high rates of piracy, adversely affects the sales of gaming consoles and their related products, creating a challenging environment for manufacturers striving to thrive.

Market Trends of the Global Gaming Console Market

The Global Gaming Console market is witnessing a significant shift towards advanced display technologies, with industry players increasingly developing consoles that support ultra-high-definition television (UHDTV) and full-high-definition television (FHDTV). This transition from standard-definition (SDTV) and high-definition (HDTV) allows for enhanced visual experiences, with 4K, DCI 4K, and even 8K resolutions gaining traction. As consumers demand higher-quality graphics and immersive gameplay, leading manufacturers are prioritizing the integration of these advanced display capabilities into their consoles. This trend not only reflects the evolving preferences of gamers but also underscores the competitive landscape as companies strive to innovate and meet the expectations of a more discerning audience.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Driver & Opportunities
    • Restraints & Challenges
  • Porters Analysis & Impact
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2023
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Technological Advancement
  • Regulatory Landscape
  • Case Studies
  • Patent Analysis
  • Trade Analysis

Gaming Console Market Size by Component & CAGR (2024-2031)

  • Market Overview
  • Hardware
  • Software

Gaming Console Market Size by Console Type & CAGR (2024-2031)

  • Market Overview
  • TV Gaming Console
  • Handheld Gaming Console
  • PC Gaming Console
  • Hybrid Consoles
  • Dedicated Consoles
  • Digital Consoles
  • Online/Microtransaction Consoles

Gaming Console Market Size by Platform & CAGR (2024-2031)

  • Market Overview
  • PlayStation
  • Xbox
  • Wii
  • Others

Gaming Console Market Size by Technology & CAGR (2024-2031)

  • Market Overview
  • Virtual and Augmented Reality
  • Motion Jump Technology
  • Polarized Shutter Technology
  • Automatic Stereoscopy
  • Xbox Illusion
  • Others

Gaming Console Market Size by Age Group & CAGR (2024-2031)

  • Market Overview
  • 0-22 Years
  • 23-32 Years
  • above 32 Years

Gaming Console Market Size by Application & CAGR (2024-2031)

  • Market Overview
  • Shooter
  • Action
  • Sport Games
  • Role-Playing
  • Adventure
  • Racing
  • Fighting
  • Strategy
  • Others

Gaming Console Market Size by Device & CAGR (2024-2031)

  • Market Overview
  • TV
  • Computer/PC
  • System Consoles

Gaming Console Market Size by Distribution Channel & CAGR (2024-2031)

  • Online Distribution Channel
  • Offline Distribution Channel

Gaming Console Market Size by End Use & CAGR (2024-2031)

  • Market Overview
  • Household Usage
  • Commercial Usage

Gaming Console Market Size & CAGR (2024-2031)

  • North America, (Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use)
    • US
    • Canada
  • Europe, (Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use)
    • UK
    • Germany
    • Spain
    • France
    • Italy
    • Rest of Europe
  • Asia-Pacific, (Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia Pacific
  • Latin America, (Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa, (Component, Console Type, Platform, Technology, Age Group, Application, Device, Distribution Channel, End Use)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2023
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2023
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2021-2023)

Key Company Profiles

  • Sony Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Microsoft Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Nintendo Co., Ltd.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Logitech Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sega Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Atari SA
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • NVIDIA Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mad Catz Interactive Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Turtle Beach Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hyperkin Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Razer Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ouya Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Amazon.com Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • OnLive Inc.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • GameStick
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Alibaba Group Holding Limited
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • ZOTAC International (MCO) Ltd.
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Valve Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Google LLC
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Xiaomi Corporation
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendation