Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Home Console 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) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Home Console 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) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 195063 3300 Electronics & Semiconductor 377 245 Pages 4.6 (31)
                                          

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:

  1. The console market is growing because of the increase in the number of people who are playing video games.
  2. The console market is growing because of the increase in the number of people who are buying consoles and games for their children.
  3. 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.
  4. 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.
  5. 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 Industry Outlook


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:

  1. Mad Catz
  2. Microsoft
  3. Nintendo
  4. Sony
  5. Apple/Bandai
  6. Logitech
  7. OUYA
  8. Atari
  9. Amstrad/Sky
  10. NEC Home Electronics
  11. Sega
  12. Coleco
  13. INTV Corporation
  14. Magnavox

Global Home Console Market Overview


Highlights of The Home 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. TV Gaming Consoles
    2. PC Gaming Consoles
    3. Handheld Gaming Consoles
    4. Other
  1. By Application:

    1. <12 Years Old
    2. 12-18 Years Old
    3. 19-23 Years Old
    4. 24-30 Years Old
    5. 31-40 Years Old
    6. 41-50 Years Old
    7. >50 Years Old
  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 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

Global Home 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?


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

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