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2021
Console Games Market

Console Games Market by Type (Home Console, Handheld Game Console), Age Group (0-22 Years, 23-32 Years, Above 33 Years), Product Type (PlayStation, Xbox, Wii, Others), Application (Gaming, Non-Gaming), End-User (Residential, Commercial); Global Opportunity Analysis and Industry Forecast, 2021–2030

A12702
Pages: NA
Oct 2021 | 189 Views
   
Author(s) : Vineet Kumar
Tables: NA
Charts: NA
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COVID-19

Pandemic disrupted the entire world and affected many industries.

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Console Games Market Statistics: 2030

A video game console is a device that outputs a video signal or visual image to display a video game. It is mostly a console machine which is mainly used to design for consumers or user’s for playing video games in compare to home computers or arcade machines. Wii U, PlayStation 4, Xbox, and Leap TV are some examples of game consoles available in the market. Further, rise in accessibility and popularity of multi-functional gaming console is the most recent trend evolving in the gaming console market. Moreover, it provides some benefits obtainable by the multi-functional consoles such as permitting gamers to download videos, browse the internet, listen to music and watch videos simultaneously while playing games, is expected to positively impact console games market growth over the coming years.

Report Matric

Details

 Market size available for the years

 2020-2030

 Base year considered

 2020

 Forecast period

 2021-2030

 Forecast unit

 Value (USD)

 Segments covered

  • Type
  • Age Group
  • Product Type
  • Application
  • End-User
  • Region

 Regions covered

  • North America (U.S. and Canada),
  • Europe (Germany, UK, France, and the Rest of Europe),
  • Asia-Pacific (China, Japan, India, and the Rest of Asia-Pacific).
  • LAMEA (Latin America, Middle East, and Africa)

 Companies covered

 

  1. Nintendo
  2. Sony Corporation
  3. Microsoft Corporation
  4. Atari, Inc.
  5. Hyperkin, Inc.
  6. NVIDIA Corporation
  7. SEGA of America, Inc.
  8. Others

 


COVID-19 scenario Analysis:

  • The emergence of COVID-19 pandemic has severely affected almost all industries across the world. Further, lockdown restriction on movement has disrupted the supply chain across the globe but gave opportunities to the gaming industry and have positive impact on the growth of the console gaming market.
  • Companies are observing a spike in the number of users and number of hours which users spend to play online games due to the sudden spread of the coronavirus disease (COVID-19). Furthermore, several gaming industries are releasing their online games for free download.
  • Furthermore, there are strong indications that the current pandemic has increased demand for technology and digital solutions. However, in the medium-to-long run the COVID-19 technology impact may be extremely positive.

Top impacting factors: Market Scenario Analysis, Trends, Drivers, and Impact Analysis

Growth and implementation of Visual Display Resolutions

The modern standardization of companies functions in the console games market are flowing from standard-definition television (SDTV) and high-definition television (HDTV) now to the advanced technology ultra-high-definition (UHDTV) and full-high-definition television (FHDTV). Ultra-high-definition resolution includes 4K, DCI 4K and 8K display resolutions. In addition, video games console are game which required some fixtures such as full and ultra-high-definition, 3D audio and others. These fixtures offer improved gaming experiences of the users. Further, the implementation of other technologies including Blu-ray, and wireless connectivity further contribute toward the console games market revenue in the coming years.

Increase in demand for wireless and 3D gaming consoles

Advanced wireless technologies, including 5.0, Wi-Fi and 5G network among others are expected to increase the demand for game consoles market. Some major wireless corporation like Sony Corporation, Microsoft Corporation are proposing gaming consoles based on wireless technologies to provide an enhanced user experience. In addition, surge in popularity of 3D gaming is on an exponential increase across the globe and provides support to stereoscopic graphic gameplays on an integrated high-resolution display. Also, 3D gaming provides advance features such as precise 3D localization, which helps you to create better user’s experience and convey practicality to the gameplay. Further, now the console video game developers are agreeing to subscription-based gaming.

Lack of skilled professional and rise in privacy rate

Console game creations often face some problems due to lack of skilled professionals and testers along with the organization. This can be a major limitation factor for the console game market. Further, surge in privacy rate of online and offline games has impacted the overall sales of gaming console and related products.

Key Segments covered:

Segments

Sub-segments

 Type

  • Home Console
  • Handheld Game Console

 Age Group

  • 0-22 Years
  • 23-32 Years
  • Above 33 Years

 Product Type

  • PlayStation
  • Xbox
  • Wii
  • Others

 Application

  • Gaming
  • Non-Gaming

 End-User

  • Residential
  • Commercial


Key benefits of the report:

  • This study presents the analytical depiction of the global console games market along with the current trends and future estimations to determine the imminent investment pockets.
  • The report presents information related to key drivers, restraints, and opportunities along with detailed analysis of global console games market share.
  • The current market is quantitatively analyzed from 2020 to 2030 to highlight the global console games market growth scenario.
  • Porter’s five forces analysis illustrates the potency of buyers & suppliers in the market.
  • The report provides detailed global console games market analysis based on competitive intensity and how the competition will take shape in coming years.

Questions answered in the global console games market research report:

  • Which are the leading market players active in the console games market?
  • What would be the detailed impact of COVID-19 on the market?
  • What current trends would influence the market in the next few years?
  • What are the driving factors, restraints, and opportunities in the console games market?
  • What are the projections for the future that would help in taking further strategic steps?
 
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