Market Overview:
The global intelligent electronic game console market is expected to grow at a CAGR of 5.5% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing demand for intelligent electronic game consoles from both, household and commercial users. In terms of type, the market is segmented into household use and commercial use. The household use segment is expected to dominate the global intelligent electronic game console market during the forecast period owing to rising adoption by end-users in developing countries such as China and India. In terms of application, adult users are anticipated to account for a larger share of the global Intelligent Electronic Game Console Market than child users during the forecast period.
Product Definition:
An intelligent electronic game console is a device that can be used to play video games. These consoles are often more powerful than traditional game consoles and can offer features such as online gameplay, streaming content, and social media integration. The importance of intelligent electronic game consoles lies in their ability to provide an immersive gaming experience for gamers of all ages.
Household Use:
The household use segment is expected to grow at a faster rate than the overall market. The growth of this segment can be attributed to the increasing number of households in developing countries and rapid urbanization.
Growing population, rising disposable income, and changing lifestyles are expected to drive demand for consumer electronics including video games consoles over the forecast period.
Commercial Use:
Commercial use is the usage of software or hardware components in non-game applications. Commercial use can be found in all areas of video game industry such as mobile gaming, console gaming, online gaming and PC games.
Intelligent Electronic Game Console (IEGC) market is a new term used for PlayStation 4 and Xbox One which are next generation video game consoles developed by Sony Corporation and Microsoft Corporation respectively after they announced their latest versions named as PlayStation 3 Slim.
Application Insights:
The adult application segment held the largest share of over 70.0% in 2017. The growing preference for video games among adults to keep themselves entertained and stimulated is driving the demand for intelligent electronic game consoles at homes. Furthermore, a rise in interest among adults to play competitive games against each other is further boosting the growth of this segment. For instance, according to survey results published by Microsoft Corporation in 2018, around 40% of all Xbox One owners are above 18 years of age while 60% are below 25 years and 30% are between 26-35 years old category which indicates a rising trend towards adult applications across various gaming platforms such as PlayStation 4 and Nintendo Switch also within their limits respectively globally during same period last year (2017).
Regional Analysis:
North America dominated the global market in terms of revenue share in 2017. The U.S., as well as Canada, are among the top countries that have adopted this technology wholeheartedly and have contributed significantly to its growth over the years. The region is home to several prominent manufacturers such as Sony Corporation; Microsoft Corporation; Google LLC; and Nintendo Co., Ltd.; among others.
Asia Pacific is expected to emerge as a lucrative regional market for intelligent electronic game console over the forecast period owing to increasing penetration of internet connectivityenabled gaming devices along with rising disposable income levels amongst consumers, particularly in China and Japan respectively. Furthermore, growing popularity of online games across emerging economies including India has also been fueling demand for INTELLIGENT GAME CONSOLES in Asia Pacific region over recent years (see Figure 1).
Growth Factors:
- Increasing demand for intelligent electronic game consoles from the young population.
- Proliferation of online gaming and increase in the number of gamers.
- Introduction of new and innovative gaming platforms, which is attracting a large number of gamers towards intelligent electronic game consoles market.
- Growing trend of using virtual reality (VR) technology in games, which is providing an immersive experience to the players and fueling the growth of this market segment significantly .
Scope Of The Report
Report Attributes
Report Details
Report Title
Intelligent Electronic Game Console Market Research Report
By Type
Household Use, Commercial Use
By Application
Adult, Child
By Companies
Nintendo, Sony, Microsoft, Nvidia, Mad Catz Interactive, Atari, Sega Games, NEC, Mattel, Vtech
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
235
Number of Tables & Figures
165
Customization Available
Yes, the report can be customized as per your need.
Global Intelligent Electronic Game Console Market Report Segments:
The global Intelligent Electronic Game Console market is segmented on the basis of:
Types
Household Use, Commercial Use
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Adult, Child
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Nintendo
- Sony
- Microsoft
- Nvidia
- Mad Catz Interactive
- Atari
- Sega Games
- NEC
- Mattel
- Vtech
Highlights of The Intelligent Electronic Game Console Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Household Use
- Commercial Use
- By Application:
- Adult
- Child
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Intelligent Electronic Game 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 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
An intelligent electronic game console is a gaming device that has features that allow it to interact with other devices in the home, such as speakers and controllers. This allows users to access games, music, and other content from their consoles without having to use a traditional television.
Some of the major companies in the intelligent electronic game console market are Nintendo, Sony, Microsoft, Nvidia, Mad Catz Interactive, Atari, Sega Games, NEC, Mattel, Vtech.
The intelligent electronic game console market is expected to register a CAGR of 5.5%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Intelligent Electronic Game 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 Intelligent Electronic Game Console Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Intelligent Electronic Game 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 Intelligent Electronic Game 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 Intelligent Electronic Game Console Market Size & Forecast, 2018-2028 4.5.1 Intelligent Electronic Game Console Market Size and Y-o-Y Growth 4.5.2 Intelligent Electronic Game Console Market Absolute $ Opportunity
Chapter 5 Global Intelligent Electronic Game Console Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Intelligent Electronic Game Console Market Size Forecast by Type
5.2.1 Household Use
5.2.2 Commercial Use
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Intelligent Electronic Game Console Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Intelligent Electronic Game Console Market Size Forecast by Applications
6.2.1 Adult
6.2.2 Child
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Intelligent Electronic Game Console Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Intelligent Electronic Game Console Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Intelligent Electronic Game Console Analysis and Forecast
9.1 Introduction
9.2 North America Intelligent Electronic Game Console Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Intelligent Electronic Game Console Market Size Forecast by Type
9.6.1 Household Use
9.6.2 Commercial Use
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Intelligent Electronic Game Console Market Size Forecast by Applications
9.10.1 Adult
9.10.2 Child
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Intelligent Electronic Game Console Analysis and Forecast
10.1 Introduction
10.2 Europe Intelligent Electronic Game Console Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
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 Europe Intelligent Electronic Game Console Market Size Forecast by Type
10.6.1 Household Use
10.6.2 Commercial Use
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Intelligent Electronic Game Console Market Size Forecast by Applications
10.10.1 Adult
10.10.2 Child
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Intelligent Electronic Game Console Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Intelligent Electronic Game Console Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
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 Asia Pacific Intelligent Electronic Game Console Market Size Forecast by Type
11.6.1 Household Use
11.6.2 Commercial Use
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Intelligent Electronic Game Console Market Size Forecast by Applications
11.10.1 Adult
11.10.2 Child
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Intelligent Electronic Game Console Analysis and Forecast
12.1 Introduction
12.2 Latin America Intelligent Electronic Game Console Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
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 Latin America Intelligent Electronic Game Console Market Size Forecast by Type
12.6.1 Household Use
12.6.2 Commercial Use
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Intelligent Electronic Game Console Market Size Forecast by Applications
12.10.1 Adult
12.10.2 Child
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Intelligent Electronic Game Console Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Intelligent Electronic Game Console Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
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 Middle East & Africa (MEA) Intelligent Electronic Game Console Market Size Forecast by Type
13.6.1 Household Use
13.6.2 Commercial Use
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Intelligent Electronic Game Console Market Size Forecast by Applications
13.10.1 Adult
13.10.2 Child
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Intelligent Electronic Game Console Market: Competitive Dashboard
14.2 Global Intelligent Electronic Game Console Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Nintendo
14.3.2 Sony
14.3.3 Microsoft
14.3.4 Nvidia
14.3.5 Mad Catz Interactive
14.3.6 Atari
14.3.7 Sega Games
14.3.8 NEC
14.3.9 Mattel
14.3.10 Vtech