Global (United States, European Union and China) Connected Game Console Market Research Report 2019-2025
Table of Contents
1 Report Overview
- 1.1 Research Scope
- 1.2 Major Manufacturers Covered in This Report
- 1.3 Market Segment by Type
- 1.3.1 Global Connected Game Console Market Size Growth Rate by Type (2019-2025)
- 1.3.2 Standalone Console
- 1.3.3 Handheld Console
- 1.4 Market Segment by Application
- 1.4.1 Global Connected Game Console Market Share by Application (2019-2025)
- 1.4.2 Commercial
- 1.4.3 Home Use
- 1.4.4 Others
- 1.5 Study Objectives
- 1.6 Years Considered
2 Global Growth Trends
- 2.1 Production and Capacity Analysis
- 2.1.1 Global Connected Game Console Production Value 2014-2025
- 2.1.2 Global Connected Game Console Production 2014-2025
- 2.1.3 Global Connected Game Console Capacity 2014-2025
- 2.1.4 Global Connected Game Console Marketing Pricing and Trends
- 2.2 Key Producers Growth Rate (CAGR) 2019-2025
- 2.2.1 Global Connected Game Console Market Size CAGR of Key Regions
- 2.2.2 Global Connected Game Console Market Share of Key Regions
- 2.3 Industry Trends
- 2.3.1 Market Top Trends
- 2.3.2 Market Drivers
3 Market Share by Manufacturers
- 3.1 Capacity and Production by Manufacturers
- 3.1.1 Global Connected Game Console Capacity by Manufacturers
- 3.1.2 Global Connected Game Console Production by Manufacturers
- 3.2 Revenue by Manufacturers
- 3.2.1 Connected Game Console Revenue by Manufacturers (2014-2019)
- 3.2.2 Connected Game Console Revenue Share by Manufacturers (2014-2019)
- 3.2.3 Global Connected Game Console Market Concentration Ratio (CR5 and HHI)
- 3.3 Connected Game Console Price by Manufacturers
- 3.4 Key Manufacturers Connected Game Console Plants/Factories Distribution and Area Served
- 3.5 Date of Key Manufacturers Enter into Connected Game Console Market
- 3.6 Key Manufacturers Connected Game Console Product Offered
- 3.7 Mergers & Acquisitions, Expansion Plans
4 Market Size by Type
- 4.1 Production and Production Value for Each Type
- 4.1.1 Standalone Console Production and Production Value (2014-2019)
- 4.1.2 Handheld Console Production and Production Value (2014-2019)
- 4.2 Global Connected Game Console Production Market Share by Type
- 4.3 Global Connected Game Console Production Value Market Share by Type
- 4.4 Connected Game Console Ex-factory Price by Type
5 Market Size by Application
- 5.1 Overview
- 5.2 Global Connected Game Console Consumption by Application
6 Production by Regions
- 6.1 Global Connected Game Console Production (History Data) by Regions 2014-2019
- 6.2 Global Connected Game Console Production Value (History Data) by Regions
- 6.3 United States
- 6.3.1 United States Connected Game Console Production Growth Rate 2014-2019
- 6.3.2 United States Connected Game Console Production Value Growth Rate 2014-2019
- 6.3.3 Key Players in United States
- 6.3.4 United States Connected Game Console Import & Export
- 6.4 European Union
- 6.4.1 European Union Connected Game Console Production Growth Rate 2014-2019
- 6.4.2 European Union Connected Game Console Production Value Growth Rate 2014-2019
- 6.4.3 Key Players in European Union
- 6.4.4 European Union Connected Game Console Import & Export
- 6.5 China
- 6.5.1 China Connected Game Console Production Growth Rate 2014-2019
- 6.5.2 China Connected Game Console Production Value Growth Rate 2014-2019
- 6.5.3 Key Players in China
- 6.5.4 China Connected Game Console Import & Export
- 6.6 Rest of World
- 6.6.1 Japan
- 6.6.2 Korea
- 6.6.3 India
- 6.6.4 Southeast Asia
7 Connected Game Console Consumption by Regions
- 7.1 Global Connected Game Console Consumption (History Data) by Regions
- 7.2 United States
- 7.2.1 United States Connected Game Console Consumption by Type
- 7.2.2 United States Connected Game Console Consumption by Application
- 7.3 European Union
- 7.3.1 European Union Connected Game Console Consumption by Type
- 7.3.2 European Union Connected Game Console Consumption by Application
- 7.4 China
- 7.4.1 China Connected Game Console Consumption by Type
- 7.4.2 China Connected Game Console Consumption by Application
- 7.5 Rest of World
- 7.5.1 Rest of World Connected Game Console Consumption by Type
- 7.5.2 Rest of World Connected Game Console Consumption by Application
- 7.5.1 Japan
- 7.5.2 Korea
- 7.5.3 India
- 7.5.4 Southeast Asia
8 Company Profiles
- 8.1 Microsoft
- 8.1.1 Microsoft Company Details
- 8.1.2 Company Description and Business Overview
- 8.1.3 Production and Revenue of Connected Game Console
- 8.1.4 Connected Game Console Product Introduction
- 8.1.5 Microsoft Recent Development
- 8.2 Sony
- 8.2.1 Sony Company Details
- 8.2.2 Company Description and Business Overview
- 8.2.3 Production and Revenue of Connected Game Console
- 8.2.4 Connected Game Console Product Introduction
- 8.2.5 Sony Recent Development
- 8.3 Nintendo
- 8.3.1 Nintendo Company Details
- 8.3.2 Company Description and Business Overview
- 8.3.3 Production and Revenue of Connected Game Console
- 8.3.4 Connected Game Console Product Introduction
- 8.3.5 Nintendo Recent Development
- 8.4 NVIDIA
- 8.4.1 NVIDIA Company Details
- 8.4.2 Company Description and Business Overview
- 8.4.3 Production and Revenue of Connected Game Console
- 8.4.4 Connected Game Console Product Introduction
- 8.4.5 NVIDIA Recent Development
9 Market Forecast
- 9.1 Global Market Size Forecast
- 9.1.1 Global Connected Game Console Capacity, Production Forecast 2019-2025
- 9.1.2 Global Connected Game Console Production Value Forecast 2019-2025
- 9.2 Market Forecast by Regions
- 9.2.1 Global Connected Game Console Production and Value Forecast by Regions 2019-2025
- 9.2.2 Global Connected Game Console Consumption Forecast by Regions 2019-2025
- 9.3 United States
- 9.3.1 Production and Value Forecast in United States
- 9.3.2 Consumption Forecast in United States
- 9.4 European Union
- 9.4.1 Production and Value Forecast in European Union
- 9.4.2 Consumption Forecast in European Union
- 9.5 China
- 9.5.1 Production and Value Forecast in China
- 9.5.2 Consumption Forecast in China
- 9.6 Rest of World
- 9.6.1 Japan
- 9.6.2 Korea
- 9.6.3 India
- 9.6.4 Southeast Asia
- 9.7 Forecast by Type
- 9.7.1 Global Connected Game Console Production Forecast by Type
- 9.7.2 Global Connected Game Console Production Value Forecast by Type
- 9.8 Consumption Forecast by Application
10 Value Chain and Sales Channels Analysis
- 10.1 Value Chain Analysis
- 10.2 Sales Channels Analysis
- 10.2.1 Connected Game Console Sales Channels
- 10.2.2 Connected Game Console Distributors
- 10.3 Connected Game Console Customers
11 Opportunities & Challenges, Threat and Affecting Factors
- 11.1 Market Opportunities
- 11.2 Market Challenges
- 11.3 Porter's Five Forces Analysis
12 Key Findings
13 Appendix
- 13.1 Research Methodology
- 13.1.1 Methodology/Research Approach
- 13.1.1.1 Research Programs/Design
- 13.1.1.2 Market Size Estimation
- 13.1.1.3 Market Breakdown and Data Triangulation
- 13.1.2 Data Source
- 13.1.2.1 Secondary Sources
- 13.1.2.2 Primary Sources
- 13.1.1 Methodology/Research Approach
- 13.2 Author Details
A console game is a form of interactive multimedia used for entertainment. The game consists of manipulable images (and usually sounds) generated by a video game console and displayed on a television or similar audio-video system. The game itself is usually controlled and manipulated using a handheld device connected to the console, called a controller. The controller generally contains a number of buttons and directional controls, (such as analogue joysticks), each of which has been assigned a purpose for interacting with and controlling the images on the screen.
Out of these sub segments, home console dominated the global connected game console segment in 2017, and is expected to continue its dominance in the sub segment market by 2025.
In 2019, the market size of Connected Game Console is xx million US$ and it will reach xx million US$ in 2025, growing at a CAGR of xx% from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
In this report, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Connected Game Console.
This report studies the global market size of Connected Game Console, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
This study presents the Connected Game Console production, revenue, market share and growth rate for each key company, and also covers the breakdown data (production, consumption, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.
In global market, the following companies are covered:
Microsoft
Sony
Nintendo
NVIDIA
...
Market Segment by Product Type
Standalone Console
Handheld Console
Market Segment by Application
Commercial
Home Use
Others
Key Regions split in this report: breakdown data for each region.
United States
China
European Union
Rest of World (Japan, Korea, India and Southeast Asia)
The study objectives are:
To analyze and research the Connected Game Console status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
To present the key Connected Game Console manufacturers, presenting the sales, revenue, market share, and recent development for key players.
To split the breakdown data by regions, type, companies and applications
To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
To identify significant trends, drivers, influence factors in global and regions
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
In this study, the years considered to estimate the market size of Connected Game Console are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025