Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Intelligent Electronic Game Console Market by Type (Household Use, Commercial Use), By Application (Adult, Child) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Intelligent Electronic Game Console Market by Type (Household Use, Commercial Use), By Application (Adult, Child) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 249174 4200 Consumer Goods 377 235 Pages 4.5 (33)
                                          

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.


Global Intelligent Electronic Game Console Industry Outlook


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:

  1. Nintendo
  2. Sony
  3. Microsoft
  4. Nvidia
  5. Mad Catz Interactive
  6. Atari
  7. Sega Games
  8. NEC
  9. Mattel
  10. Vtech

Global Intelligent Electronic Game Console Market Overview


Highlights of The Intelligent Electronic Game Console Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Household Use
    2. Commercial Use
  1. By Application:

    1. Adult
    2. Child
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Intelligent Electronic Game Console Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

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