The global home console market is expected to grow at a CAGR of 3.5% during the forecast period, from 2021 to 2030. The TV gaming consoles segment is expected to account for the largest share of the market in terms of revenue, followed by PC gaming consoles and handheld gaming consoles. The TV gaming consoles segment is projected to grow at a CAGR of 4.2% during the forecast period, while PC gaming consoles and handheld gaming consoles are projected to grow at a CAGR of 2.8%. North America accounted for the largest share in terms of revenue in 2018 and it is expected that this region will continue its dominance throughout the forecast period as well. Latin America accounted for the second-largest share in terms of revenue in 2018 and it is also expected that this region will continue its dominance throughout the forecast period as well due to increasing demand for video games among children aged below 12 years old.
Some Of The Growth Factors Of This Market:
- The console market is growing because of the increase in the number of people who are playing video games.
- The console market is growing because of the increase in the number of people who are buying consoles and games for their children.
- The console market is growing because there are more new consoles being released every year, which means that there will be more competition between companies to sell their products, which will lead to lower prices for consumers and higher profits for companies.
- The console market is growing because it has become easier to buy a game online than it was before, so people can buy games without having to go into a store or wait until they get home from work or school to play them on their consoles at home.
- The console market is also growing because many new games have been released recently that have been very popular with gamers.
Industry Growth Insights published a new data on “Home Console Market”. The research report is titled “Home Console Market research by Types (TV Gaming Consoles, PC Gaming Consoles, Handheld Gaming Consoles, Other), By Applications (<12 Years Old, 12-18 Years Old, 19-23 Years Old, 24-30 Years Old, 31-40 Years Old, 41-50 Years Old, >50 Years Old), By Players/Companies Mad Catz, Microsoft, Nintendo, Sony, Apple/Bandai, Logitech, OUYA, Atari, Amstrad/Sky, NEC Home Electronics, Sega, Coleco, INTV Corporation, Magnavox”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Home Console Market Research Report
By Type
TV Gaming Consoles, PC Gaming Consoles, Handheld Gaming Consoles, Other
By Application
<12 Years Old, 12-18 Years Old, 19-23 Years Old, 24-30 Years Old, 31-40 Years Old, 41-50 Years Old, >50 Years Old
By Companies
Mad Catz, Microsoft, Nintendo, Sony, Apple/Bandai, Logitech, OUYA, Atari, Amstrad/Sky, NEC Home Electronics, Sega, Coleco, INTV Corporation, Magnavox
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
245
Number of Tables & Figures
172
Customization Available
Yes, the report can be customized as per your need.
Global Home Console Market Report Segments:
The global Home Console market is segmented on the basis of:
Types
TV Gaming Consoles, PC Gaming Consoles, Handheld Gaming Consoles, Other
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
<12 Years Old, 12-18 Years Old, 19-23 Years Old, 24-30 Years Old, 31-40 Years Old, 41-50 Years Old, >50 Years Old
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:
- Mad Catz
- Microsoft
- Nintendo
- Sony
- Apple/Bandai
- Logitech
- OUYA
- Atari
- Amstrad/Sky
- NEC Home Electronics
- Sega
- Coleco
- INTV Corporation
- Magnavox
Highlights of The Home 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:
- TV Gaming Consoles
- PC Gaming Consoles
- Handheld Gaming Consoles
- Other
- By Application:
- <12 Years Old
- 12-18 Years Old
- 19-23 Years Old
- 24-30 Years Old
- 31-40 Years Old
- 41-50 Years Old
- >50 Years Old
- 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 Home 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
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?
A home console is a video game console that is typically used at home. They are generally smaller and less powerful than commercial consoles, such as the PlayStation 4 or Xbox One.
Some of the major players in the home console market are Mad Catz, Microsoft, Nintendo, Sony, Apple/Bandai, Logitech, OUYA, Atari, Amstrad/Sky, NEC Home Electronics, Sega, Coleco, INTV Corporation, Magnavox.
The home console market is expected to register a CAGR of 3.5%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Home Console Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Home Console Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Home Console Market - Supply Chain
4.5. Global Home Console Market Forecast
4.5.1. Home Console Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Home Console Market Size (000 Units) and Y-o-Y Growth
4.5.3. Home Console Market Absolute $ Opportunity
5. Global Home Console Market Analysis and Forecast by Type
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Type
5.2.2. Y-o-Y Growth Projections by Type
5.3. Home Console Market Size and Volume Forecast by Type
5.3.1. TV Gaming Consoles
5.3.2. PC Gaming Consoles
5.3.3. Handheld Gaming Consoles
5.3.4. Other
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Home Console Market Analysis and Forecast by Application
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Application
6.2.2. Y-o-Y Growth Projections by Application
6.3. Home Console Market Size and Volume Forecast by Application
6.3.1. <12 Years Old
6.3.2. 12-18 Years Old
6.3.3. 19-23 Years Old
6.3.4. 24-30 Years Old
6.3.5. 31-40 Years Old
6.3.6. 41-50 Years Old
6.3.7. >50 Years Old
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Home Console Market Analysis and Forecast by Sales Channel
7.1. Market Trends
7.2. Introduction
7.2.1. Basis Point Share (BPS) Analysis by Sales Channel
7.2.2. Y-o-Y Growth Projections by Sales Channel
7.3. Home Console Market Size and Volume Forecast by Sales Channel
7.3.1. Manufacturer/Distributor/Service Provider
7.3.2. Aftermarket
7.4. Absolute $ Opportunity Assessment by Sales Channel
7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel
8. Global Home Console Market Analysis and Forecast by Region
8.1. Market Trends
8.2. Introduction
8.2.1. Basis Point Share (BPS) Analysis by Region
8.2.2. Y-o-Y Growth Projections by Region
8.3. Home Console Market Size and Volume Forecast by Region
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. Middle East and Africa (MEA)
8.4. Absolute $ Opportunity Assessment by Region
8.5. Market Attractiveness/Growth Potential Analysis by Region
8.6. Global Home Console Demand Share Forecast, 2019-2026
9. North America Home Console Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.2. North America Home Console Market Size and Volume Forecast by Country
9.2.1. U.S.
9.2.2. Canada
9.3. Absolute $ Opportunity Assessment by Country
9.4. North America Home Console Market Size and Volume Forecast by Application
9.4.1. <12 Years Old
9.4.2. 12-18 Years Old
9.4.3. 19-23 Years Old
9.4.4. 24-30 Years Old
9.4.5. 31-40 Years Old
9.4.6. 41-50 Years Old
9.4.7. >50 Years Old
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Home Console Market Size and Volume Forecast by Type
9.7.1. TV Gaming Consoles
9.7.2. PC Gaming Consoles
9.7.3. Handheld Gaming Consoles
9.7.4. Other
9.8. Basis Point Share (BPS) Analysis by Type
9.9. Y-o-Y Growth Projections by Type
9.10. Market Attractiveness/Growth Potential Analysis
9.10.1. By Country
9.10.2. By Product Type
9.10.3. By Application
9.10.4. By Sales Channel
9.11. North America Home Console Demand Share Forecast, 2019-2026
10. Latin America Home Console Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Latin America Average Pricing Analysis
10.2. Latin America Home Console Market Size and Volume Forecast by Country
10.2.1. Brazil
10.2.2. Mexico
10.2.3. Rest of Latin America
10.3. Absolute $ Opportunity Assessment by Country
10.4. Latin America Home Console Market Size and Volume Forecast by Application
10.4.1. <12 Years Old
10.4.2. 12-18 Years Old
10.4.3. 19-23 Years Old
10.4.4. 24-30 Years Old
10.4.5. 31-40 Years Old
10.4.6. 41-50 Years Old
10.4.7. >50 Years Old
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Home Console Market Size and Volume Forecast by Type
10.7.1. TV Gaming Consoles
10.7.2. PC Gaming Consoles
10.7.3. Handheld Gaming Consoles
10.7.4. Other
10.8. Basis Point Share (BPS) Analysis by Type
10.9. Y-o-Y Growth Projections by Type
10.10. Market Attractiveness/Growth Potential Analysis
10.10.1. By Country
10.10.2. By Product Type
10.10.3. By Application
10.10.4. By Sales Channel
10.11. Latin America Home Console Demand Share Forecast, 2019-2026
11. Europe Home Console Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Europe Average Pricing Analysis
11.2. Europe Home Console Market Size and Volume Forecast by Country
11.2.1. Germany
11.2.2. France
11.2.3. Italy
11.2.4. U.K.
11.2.5. Spain
11.2.6. Russia
11.2.7. Rest of Europe
11.3. Absolute $ Opportunity Assessment by Country
11.4. Europe Home Console Market Size and Volume Forecast by Application
11.4.1. <12 Years Old
11.4.2. 12-18 Years Old
11.4.3. 19-23 Years Old
11.4.4. 24-30 Years Old
11.4.5. 31-40 Years Old
11.4.6. 41-50 Years Old
11.4.7. >50 Years Old
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Home Console Market Size and Volume Forecast by Type
11.7.1. TV Gaming Consoles
11.7.2. PC Gaming Consoles
11.7.3. Handhed Gaming Consoles
11.7.4. Other
11.8. Basis Point Share (BPS) Analysis by Type
11.9. Y-o-Y Growth Projections by Type
11.10. Market Attractiveness/Growth Potential Analysis
11.10.1. By Country
11.10.2. By Product Type
11.10.3. By Application
11.10.4. By Sales Channel
11.11. Europe Home Console Demand Share, 2019-2026
12. Asia Pacific Home Console Market Analysis and Forecast
12.1. Introduction
12.1.1. Basis Point Share (BPS) Analysis by Country
12.1.2. Y-o-Y Growth Projections by Country
12.1.3. Asia Pacific Average Pricing Analysis
12.2. Asia Pacific Home Console Market Size and Volume Forecast by Country
12.2.1. China
12.2.2. Japan
12.2.3. South Korea
12.2.4. India
12.2.5. Australia
12.2.6. Rest of Asia Pacific (APAC)
12.3. Absolute $ Opportunity Assessment by Country
12.4. Asia Pacific Home Console Market Size and Volume Forecast by Application
12.4.1. <12 Years Old
12.4.2. 12-18 Years Old
12.4.3. 19-23 Years Old
12.4.4. 24-30 Years Old
12.4.5. 31-40 Years Old
12.4.6. 41-50 Years Old
12.4.7. >50 Years Old
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Home Console Market Size and Volume Forecast by Type
12.7.1. TV Gaming Consoles
12.7.2. PC Gaming Consoles
12.7.3. Handheld Gaming Consoles
12.7.4. Other
12.8. Basis Point Share (BPS) Analysis by Type
12.9. Y-o-Y Growth Projections by Type
12.10. Market Attractiveness/Growth Potential Analysis
12.10.1. By Country
12.10.2. By Product Type
12.10.3. By Application
12.10.4. By Sales Channel
12.11. Asia Pacific Home Console Demand Share, 2019-2026
13. Middle East & Africa Home Console Market Analysis and Forecast
13.1. Introduction
13.1.1. Basis Point Share (BPS) Analysis by Country
13.1.2. Y-o-Y Growth Projections by Country
13.1.3. Asia Pacific Average Pricing Analysis
13.2. Middle East & Africa Home Console Market Size and Volume 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. Absolute $ Opportunity Assessment by Country
13.4. Middle East & Africa Home Console Market Size and Volume Forecast by Application
13.4.1. <12 Years Old
13.4.2. 12-18 Years Old
13.4.3. 19-23 Years Old
13.4.4. 24-30 Years Old
13.4.5. 31-40 Years Old
13.4.6. 41-50 Years Old
13.4.7. >50 Years Old
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Home Console Market Size and Volume Forecast by Type
13.7.1. TV Gaming Consoles
13.7.2. PC Gaming Consoles
13.7.3. Handheld Gaming Consoles
13.7.4. Other
13.8. Basis Point Share (BPS) Analysis by Type
13.9. Y-o-Y Growth Projections by Type
13.10. Market Attractiveness/Growth Potential Analysis
13.10.1. By Country
13.10.2. By Product Type
13.10.3. By Application
13.10.4. By Sales Channel
13.11. Middle East & Africa Home Console Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Home Console Market: Market Share Analysis
14.2. Home Console Distributors and Customers
14.3. Home Console Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Mad Catz
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. Microsoft
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. Nintendo
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. Sony
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. Apple/Bandai
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. Logitech
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. OUYA
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. Atari
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. Amstrad/Sky
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. NEC Home Electronics
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. Sega
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. Coleco
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. INTV Corporation
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. Magnavox
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. COMPANY 15
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. COMPANY 16
14.4.16.1. Overview
14.4.16.2. Financials
14.4.16.3. Developments
14.4.16.4. Strategic Outlook
14.4.17. COMPANY 17
14.4.17.1. Overview
14.4.17.2. Financials
14.4.17.3. Developments
14.4.17.4. Strategic Outlook
14.4.18. COMPANY 18
14.4.18.1. Overview
14.4.18.2. Financials
14.4.18.3. Developments
14.4.18.4. Strategic Outlook
14.4.19. COMPANY 19
14.4.19.1. Overview
14.4.19.2. Financials
14.4.19.3. Developments
14.4.19.4. Strategic Outlook
14.4.20. COMPANY 20
14.4.20.1. Overview
14.4.20.2. Financials
14.4.20.3. Developments
14.4.20.4. Strategic Outlook