Blu-ray Players
Market Analysis and Insights: Global Blu-ray Players Market
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A console machine primarily designed for consumers to use for playing video game. There are some advantages, like Games are written to function with console hardware, games load more quickly on consoles, versus PCs, with the exception of gaming rigs, all video game consoles are plug-and-play, driver compatibility issues are rare etc.
As opposed to personal computers, in which a platform (Windows) is a quasi-monopoly, the console market is an oligopoly. For game consoles, intense competition currently exists between Nintendo (switch), Microsoft (Xbox), and Sony (PS4). Sony was the largest manufacturer before 2018. Spending across hardware, content and services for both Sony and Microsoft fell in 2018 as the PS4 and Xbox One platforms enter the later stages of their lifecycles. Nintendo has successfully turned around its console business with the launch of the Switch. The hybrid nature of Nintendo’s Switch has allowed it to flex to the buying needs of consumers in different regions, thus making it a globally attractive and relevant product. In 2018, Nintendo’s console market share overtakes that of Sony’s. Nintendo sold over 22 million gaming consoles, and held 47.8% of the market.Geographically, the global Gaming Console market has been segmented into North America, Europe, Japan and Row. The North America held the largest share in the global market, its revenue of global market exceeds 43% in 2018. The next is Europe.
Market Analysis and Insights: Global Gaming Console Market
The global Gaming Console market is valued at US$ 10390 million in 2019. The market size will reach US$ 7172.8 million by the end of 2026, growing at a CAGR of -5.1% during 2021-2026.
Global Gaming Console Scope and Segment
Gaming Console market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Gaming Console market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on production capacity, revenue and forecast by Type and by Application for the period 2016-2027.
Segment by Type
Home Console
Handheld Console
Segment by Application
Household Use
Commercial Use
By Company
Sony
Microsoft
Nintendo
Production by Region
China
Consumption by Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Indonesia
Thailand
Malaysia
Philippines
Vietnam
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
U.A.E
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