Gaming Console Market Report, Global Industry Analysis, Market Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2023 - 2030

  • Published Date: Jan, 2024
  • Report ID: CR0211623
  • Format: Electronic (PDF)
  • Number of Pages: 221
  • Author(s): Joshi, Madhavi

Report Overview

The Gaming Console Market size was estimated at USD 23.7 billion in 2023 and is projected to reach USD 26.7 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 1.90% during the forecast period (2024-2030).

Gaming Console Market

(Market Size)
$23.7 billion
$26.7 billion
2023
2030
Source: Citius Research
Study Period 2018 - 2030
Base Year For Estimation 2023
Forecast Data Period 2024 - 2030
CAGR (2024-2030) 1.90%
2023 Market Size USD 23.7 billion
2030 Market Size USD 26.7 billion
Key Players Sony, Nintendo, Microsoft

Market Summary

The gaming console market represents a dynamic and highly competitive segment within the semiconductor and electronics industry, characterized by the development and sale of dedicated hardware systems designed primarily for interactive video game entertainment. This market is dominated by a few major platform holders who drive innovation through cyclical hardware generations, each bringing significant advancements in processing power, graphics capabilities, and user experience. The ecosystem extends beyond the physical hardware to include a vast array of software, from first-party exclusive titles to third-party multi-platform games, digital storefronts, and online subscription services that provide recurring revenue streams. The competitive landscape is intense, with companies vying for consumer attention through exclusive content, technological superiority, and ecosystem integration that includes virtual reality support and cloud gaming initiatives. The market is also influenced by broader technological trends, including the integration of advanced semiconductors for enhanced performance, the rise of digital distribution reducing reliance on physical media, and the increasing convergence of gaming with other forms of media and social interaction. Long product lifecycles, often spanning six to eight years, are punctuated by mid-generation hardware refreshes that aim to sustain consumer interest and adoption rates.

Key Highlights

The gaming console market is defined by several key highlights that underscore its current trajectory and strategic importance. Technological innovation remains a primary driver, with each new console generation leveraging cutting-edge semiconductors, such as custom-designed central processing units and graphics processing units, to deliver unprecedented levels of visual fidelity, processing speed, and immersive experiences including support for high dynamic range, ray tracing, and high frame rates. The shift toward services and ecosystems is another critical highlight, with major players emphasizing subscription models like Xbox Game Pass and PlayStation Plus, which offer access to extensive game libraries and online multiplayer functionalities, creating stable recurring revenue and enhancing user retention. Exclusive game titles continue to be a significant differentiator, with studios like Naughty Dog, Bethesda, and Nintendo EPD producing system-selling content that drives hardware adoption and brand loyalty. Additionally, the market is witnessing increased integration with cloud gaming technologies, allowing for game streaming to various devices and potentially expanding the addressable market beyond traditional console owners. Supply chain dynamics, particularly related to semiconductor availability and logistics, have also emerged as crucial factors influencing production volumes and market availability in recent years.

Drivers, Opportunities & Restraints

The growth and evolution of the gaming console market are shaped by a complex interplay of drivers, opportunities, and restraints. Key drivers include the continuous consumer demand for more immersive and high-fidelity gaming experiences, which pushes manufacturers to integrate the latest semiconductor technology and develop innovative features like haptic feedback controllers and fast-loading solid-state drives. The expansion of the global gaming audience, including older demographics and more diverse user groups, also drives market growth. Significant opportunities exist in the further development and adoption of cloud gaming services, which can democratize access to high-end gaming experiences without the need for expensive local hardware, and in the exploration of new business models such as microtransactions and live service games that generate ongoing revenue. The integration of consoles into broader home entertainment ecosystems presents another opportunity, positioning them as central hubs for streaming video and other digital content. However, the market faces several restraints, including the high cost of research, development, and manufacturing for new hardware, which can limit profit margins and increase retail prices. Intense competition not only from within the console space but also from alternative gaming platforms like personal computers and mobile devices pressures market share. Furthermore, global supply chain constraints, particularly for advanced semiconductors and other electronic components, can lead to production bottlenecks and delayed product launches, impacting overall market growth.

Concentration Insights

The gaming console market exhibits a high degree of concentration, with the landscape dominated by three primary competitors: Sony Interactive Entertainment with its PlayStation brand, Microsoft with its Xbox brand, and Nintendo. These companies control the vast majority of the market share and are responsible for setting industry standards and driving technological innovation. This oligopolistic structure is characterized by high barriers to entry, including enormous capital requirements for hardware development, the necessity of building a robust ecosystem of first-party and third-party software support, and established brand loyalty that new entrants would find difficult to overcome. The competition among these giants is fierce and multifaceted, focusing on exclusive game titles, the performance and features of their hardware platforms, the value proposition of their online services, and their respective digital storefronts. This concentration means that strategic decisions made by these key players, such as pricing, launch timing, and exclusive partnerships, have profound effects on the entire market's direction. Smaller companies or new entrants typically find niches through specialized hardware or alternative business models but have not significantly challenged the dominance of the established leaders in the mainstream console market.

Type Insights

The gaming console market can be segmented by type, primarily into home consoles and handheld consoles, each catering to different consumer needs and usage scenarios. Home consoles, such as the PlayStation 5 and Xbox Series X/S, are designed for stationary use connected to a television or monitor, offering the highest possible performance, graphical fidelity, and feature sets. These systems are typically the flagship products for their manufacturers and serve as the centerpiece of their gaming ecosystems, supporting physical media, extensive digital libraries, and advanced online services. Handheld consoles, like the Nintendo Switch which offers a hybrid model, are designed for portability, allowing users to play games on the go. These devices prioritize battery life, form factor, and flexibility over raw processing power, though modern hybrids effectively bridge the gap between home and portable gaming. The market has also seen the emergence of dedicated streaming devices and micro-consoles, though these represent a much smaller segment. The type of console a consumer chooses is often influenced by lifestyle, desired gaming experiences, and existing investments in a particular ecosystem's game library and online friends network.

Application Insights

While the primary application of gaming consoles is, unequivocally, video gaming, their role has expanded significantly to encompass a wider range of applications, transforming them into multifaceted entertainment hubs. The core gaming application involves playing a vast array of software, from blockbuster AAA titles and independent games to retro classics available through digital storefronts. Beyond gaming, modern consoles are extensively used for media consumption, functioning as platforms for popular streaming services like Netflix, Disney+, YouTube, and Spotify, making them central devices in many living rooms. Social applications are also critical, with integrated systems for voice and text communication, multiplayer matchmaking, and sharing gameplay clips and screenshots with friends and broader communities. Furthermore, consoles have found applications in education and non-gaming interactive experiences, including virtual tours, fitness programs, and creative tools. This diversification of applications enhances the value proposition of the hardware, increases daily engagement, and helps to attract a broader audience beyond core gamers, solidifying the console's position as a versatile piece of consumer electronics.

Regional Insights

The adoption and popularity of gaming consoles vary significantly across different geographic regions, influenced by economic factors, cultural preferences, and infrastructure. North America, particularly the United States and Canada, represents one of the largest and most lucrative markets, characterized by high consumer spending power, strong brand loyalty, and early adoption of new technologies. The region is a key battleground for marketing and exclusive deals. Europe also represents a major market with diverse preferences across countries like the United Kingdom, Germany, and France, often showing strong sales for a variety of game genres and console brands. The Asia-Pacific region is a complex and vital market; Japan has a deep-rooted gaming culture with a strong preference for domestic companies like Sony and Nintendo and specific game genres, while markets like South Korea and China have larger player bases on personal computers and mobile devices, though console adoption is growing. Emerging economies in Latin America, the Middle East, and Africa present growth opportunities but are often challenged by higher import costs and economic volatility, which can affect pricing and accessibility. Each region requires tailored strategies regarding pricing, game localization, marketing, and online service offerings.

Company Insights

The competitive dynamics of the gaming console market are fundamentally defined by the strategies and performance of its key players. Sony Interactive Entertainment, with its PlayStation brand, has established a strong market position through powerful hardware, a revered portfolio of exclusive first-party titles from studios like Insomniac Games and Santa Monica Studio, and a robust online network. Microsoft's Xbox division competes by emphasizing its ecosystem approach, integrating console gaming with its Windows PC platform and cloud services through Xbox Game Pass, and bolstering its first-party content with acquisitions such as ZeniMax Media and Activision Blizzard. Nintendo operates with a differentiated strategy, often prioritizing innovative hardware design, such as the hybrid Nintendo Switch, and leveraging its iconic first-party intellectual properties like Mario, Zelda, and Pok?mon to appeal to a broad, family-friendly audience. These companies not only compete on hardware but also on their digital storefronts, subscription services, and controller peripherals. Their financial health, research and development capabilities, and content creation pipelines are critical factors that determine their success and influence the overall direction of the market.

Recent Developments

The gaming console market is continuously evolving, with recent developments highlighting strategic shifts and technological advancements. A major trend has been the industry's response to global semiconductor shortages, which impacted production schedules and availability of new consoles like the PlayStation 5 and Xbox Series X, leading to extended periods of high demand unmet by supply. In response to this and changing consumer habits, there has been a significant push toward the expansion of cloud gaming and subscription services. Microsoft's Xbox Cloud Gaming and Sony's testing of cloud streaming for PS5 games indicate a strategic investment in a hardware-agnostic future. Furthermore, the market has seen a wave of consolidation, most notably Microsoft's proposed acquisition of Activision Blizzard, a move that could dramatically alter the landscape of exclusive content. Hardware revisions have also been introduced, including slimmer console models and editions with increased internal storage capacity. Software developments continue with a strong focus on live-service games and the integration of artificial intelligence to enhance game development and player experiences.

Report Segmentation

This comprehensive market research report on the gaming console market provides a detailed analysis segmented across multiple dimensions to offer a granular understanding of the industry. The report is structured to examine the market by type, distinguishing between home consoles and handheld or hybrid consoles, analyzing the demand drivers, technological specifications, and consumer base for each category. It further delves into application-based segmentation, exploring the use of consoles not only for core gaming but also for media streaming, social interaction, and other emerging applications. A critical component of the report is the regional segmentation, which provides an in-depth analysis of market dynamics, growth patterns, and competitive landscapes across key geographies including North America, Europe, Asia-Pacific, and the Rest of the World. The report also includes a thorough company profiling section, offering insights into the strategies, market share, strengths, and weaknesses of leading players like Sony, Microsoft, and Nintendo, as well as noting the role of key game publishers and semiconductor suppliers. This multi-faceted segmentation allows stakeholders to identify specific opportunities, understand niche markets, and make informed strategic decisions based on comprehensive data and analysis.

FAQs

What are the latest gaming consoles available? The latest generation of gaming consoles includes the PlayStation 5 and Xbox Series X/S from Sony and Microsoft, respectively, which were released. Nintendo continues to offer the Nintendo Switch, a hybrid console that remains popular.

Which company sells the most gaming consoles? The market leadership in terms of unit sales has historically rotated between Sony, Microsoft, and Nintendo with each console generation. Recent sales data indicates strong performances for multiple platforms, with Sony's PlayStation often cited as a leader in overall units sold for home consoles.

What is the difference between PlayStation and Xbox? The primary differences lie in their exclusive game libraries, online service ecosystems (PlayStation Network versus Xbox Live), hardware design philosophy, and controller ergonomics. The choice often comes down to user preference for exclusive content and which ecosystem their friends use.

Are gaming consoles worth buying? For consumers seeking a dedicated, high-performance, and user-friendly platform for gaming and entertainment, modern consoles offer significant value. They provide access to exclusive titles, a simplified user experience compared to PCs, and function as media hubs.

Can you play PC games on a console? Generally, games are developed specifically for a console's architecture or for Windows PCs. While the libraries are mostly separate, the growth of cross-platform play allows users on different devices to play together in supported titles, and cloud gaming services are beginning to blur these lines further.

How long does a gaming console last? The physical lifespan of a well-maintained console is typically many years. However, its relevant technological lifespan is usually tied to a product generation, which averages between six to eight years before a successor is launched, though software support often continues for some time after.

Citius Research has developed a research report titled “Gaming Console Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” delivering key insights regarding business intelligence and providing concrete business strategies to clients in the form of a detailed syndicated report. The report details out the factors such as business environment, industry trend, growth opportunities, competition, pricing, global and regional market analysis, and other market related factors.

Details included in the report for the years 2024 through 2030

• Gaming Console Market Potential
• Segment-wise breakup
• Compounded annual growth rate (CAGR) for the next 6 years
• Key customers and their preferences
• Market share of major players and their competitive strength
• Existing competition in the market
• Price trend analysis
• Key trend analysis
• Market entry strategies
• Market opportunity insights

The report focuses on the drivers, restraints, opportunities, and challenges in the market based on various factors geographically. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report. The Gaming Console Market report is segmented on the basis of various market segments and their analysis, both in terms of value and volume, for each region for the period under consideration.

Gaming Console Market Segmentation

Market Segmentation

Regions Covered

• North America
• Latin America
• Europe
• MENA
• Asia Pacific
• Sub-Saharan Africa and
• Australasia

Gaming Console Market Analysis

The report covers below mentioned analysis, but is not limited to:

• Overview of Gaming Console Market
• Research Methodology
• Executive Summary
• Market Dynamics of Gaming Console Market
  • Driving Factors
  • Restraints
  • Opportunities
• Global Market Status and Forecast by Segment A
• Global Market Status and Forecast by Segment B
• Global Market Status and Forecast by Segment C
• Global Market Status and Forecast by Regions
• Upstream and Downstream Market Analysis of Gaming Console Market
• Cost and Gross Margin Analysis of Gaming Console Market
• Gaming Console Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030
  • Competition Landscape
  • Market Share of Major Players
• Key Recommendations

The “Gaming Console Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” report helps the clients to take business decisions and to understand strategies of major players in the industry. The report delivers the market driven results supported by a mix of primary and secondary research. The report provides the results triangulated through authentic sources and upon conducting thorough primary interviews with the industry experts. The report includes the results on the areas where the client can focus and create point of parity and develop a competitive edge, based on real-time data results.

Gaming Console Market Key Stakeholders

Below are the key stakeholders for the Gaming Console Market:

• Manufacturers
• Distributors/Traders/Wholesalers
• Material/Component Manufacturers
• Industry Associations
• Downstream vendors

Gaming Console Market Report Scope

Report AttributeDetails
Base year2023
Historical data2018 – 2023
Forecast2024 - 2030
CAGR2024 - 2030
Quantitative UnitsValue (USD Million)
Report coverageRevenue Forecast, Competitive Landscape, Growth Factors, Trends and Strategies. Customized report options available on request
Segments coveredProduct type, technology, application, geography
Regions coveredNorth America, Latin America, Europe, MENA, Asia Pacific, Sub-Saharan Africa and Australasia
Countries coveredUS, UK, China, Japan, Germany, India, France, Brazil, Italy, Canada, Russia, South Korea, Australia, Spain, Mexico and others
Customization scopeAvailable on request
PricingVarious purchase options available as per your research needs. Discounts available on request

COVID-19 Impact Analysis

Like most other markets, the outbreak of COVID-19 had an unfavorable impact on the Gaming Console Market worldwide. This report discusses in detail the disruptions experienced by the market, the impact on flow of raw materials, manufacturing operations, production trends, consumer demand and the projected future of this market post pandemic.

The report has helped our clients:

• To describe and forecast the Gaming Console Market size, on the basis of various segmentations and geography, in terms of value and volume
• To measure the changing needs of customers/industries
• To provide detailed information regarding the drivers, restraints, opportunities, and challenges influencing the growth of the market
• To gain competitive intelligence and uncover new opportunities
• To analyse opportunities in the market for stakeholders by identifying high-growth segments in Gaming Console Market
• To strategically profile key players and provide details of the current competitive landscape
• To analyse strategic approaches adopted by players in the market, such as product launches and developments, acquisitions, collaborations, contracts, expansions, and partnerships

Report Customization

Citius Research provides free customization of reports as per your need. This report can be personalized to meet your requirements. Get in touch with our sales team, who will guarantee you to get a report that suits your necessities.

Customize This Report

Frequently Asked Questions

The Global Gaming Console Market size was valued at $XX billion in 2023 and is anticipated to reach $XX billion by 2030 growing at a CAGR of XX%
The global Gaming Console Market is expected to grow at a CAGR of XX% from 2023 to 2030.
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Table of Contents

Chapter 1. Introduction
  1.1. Market Scope
  1.2. Key Segmentations
  1.3. Research Objective
Chapter 2. Research Methodology & Assumptions
Chapter 3. Executive Summary
Chapter 4. Market Background
  4.1. Dynamics
    4.1.1. Drivers
    4.1.2. Restraints
    4.1.3. Opportunity
    4.1.4. Challenges
  4.2. Key Trends in the Impacting the Market
    4.2.1. Demand & Supply
  4.3. Industry SWOT Analysis
  4.4. Porter’s Five Forces Analysis
  4.5. Value and Supply Chain Analysis
  4.6. Macro-Economic Factors
  4.7. COVID-19 Impact Analysis
    4.7.1. Global and Regional Assessment
  4.8. Profit Margin Analysis
  4.9. Trade Analysis
    4.9.1. Importing Countries
    4.9.2. Exporting Countries
  4.10. Market Entry Strategies
  4.11. Market Assessment (US$ Mn and Units)
Chapter 5. Global Gaming Console Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment A
  5.1. By Segment A, 2024 - 2030
    5.1.1. Sub-Segment A
    5.1.2. Sub-Segment B
  5.2. Opportunity Analysis
Chapter 6. Global Gaming Console Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment B
  6.1. By Segment B, 2024 - 2030
    6.1.1. Sub-Segment A
    6.1.2. Sub-Segment B
  6.2. Opportunity Analysis
Chapter 7. Global Gaming Console Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment C
  7.1. By Segment C, 2024 - 2030
    7.1.1. Sub-Segment A
    7.1.2. Sub-Segment B
  7.2. Opportunity Analysis
Chapter 8. Global Gaming Console Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Region
  8.1. By Region, 2024 - 2030
    8.1.1. North America
    8.1.2. Latin America
    8.1.3. Europe
    8.1.4. MENA
    8.1.5. Asia Pacific
    8.1.6. Sub-Saharan Africa
    8.1.7. Australasia
  8.2. Opportunity Analysis
Chapter 9. North America Gaming Console Market Forecast and Trend Analysis
  9.1. Regional Overview
  9.2. Pricing Analysis
  9.3. Key Trends in the Region
    9.3.1. Supply and Demand
  9.4. Demographic Structure
  9.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    9.5.1. Sub-Segment A
    9.5.2. Sub-Segment B
  9.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    9.6.1. Sub-Segment A
    9.6.2. Sub-Segment B
  9.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    9.7.1. Sub-Segment A
    9.7.2. Sub-Segment B
  9.8. By Country, 2024 - 2030, (US$ Mn and Units)
    9.8.1. U.S.
    9.8.2. Canada
    9.8.3. Rest of North America
  9.9. Opportunity Analysis
Chapter 10. Latin America Gaming Console Market Forecast and Trend Analysis
  10.1. Regional Overview
  10.2. Pricing Analysis
  10.3. Key Trends in the Region
    10.3.1. Supply and Demand
  10.4. Demographic Structure
  10.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    10.5.1. Sub-Segment A
    10.5.2. Sub-Segment B
  10.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    10.6.1. Sub-Segment A
    10.6.2. Sub-Segment B
  10.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    10.7.1. Sub-Segment A
    10.7.2. Sub-Segment B
  10.8. By Country, 2024 - 2030, (US$ Mn and Units)
    10.8.1. Brazil
    10.8.2. Argentina
    10.8.3. Rest of Latin America
  10.9. Opportunity Analysis
Chapter 11. Europe Gaming Console Market Forecast and Trend Analysis
  11.1. Regional Overview
  11.2. Pricing Analysis
  11.3. Key Trends in the Region
    11.3.1. Supply and Demand
  11.4. Demographic Structure
  11.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    11.5.1. Sub-Segment A
    11.5.2. Sub-Segment B
  11.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    11.6.1. Sub-Segment A
    11.6.2. Sub-Segment B
  11.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    11.7.1. Sub-Segment A
    11.7.2. Sub-Segment B
  11.8. By Country, 2024 - 2030, (US$ Mn and Units)
    11.8.1. UK
    11.8.2. Germany
    11.8.3. France
    11.8.4. Spain
    11.8.5. Rest of Europe
  11.9. Opportunity Analysis
Chapter 12. MENA Gaming Console Market Forecast and Trend Analysis
  12.1. Regional Overview
  12.2. Pricing Analysis
  12.3. Key Trends in the Region
    12.3.1. Supply and Demand
  12.4. Demographic Structure
  12.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    12.5.1. Sub-Segment A
    12.5.2. Sub-Segment B
  12.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    12.6.1. Sub-Segment A
    12.6.2. Sub-Segment B
  12.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    12.7.1. Sub-Segment A
    12.7.2. Sub-Segment B
  12.8. By Country, 2024 - 2030, (US$ Mn and Units)
    12.8.1. Egypt
    12.8.2. Algeria
    12.8.3. GCC
    12.8.4. Rest of MENA
  12.9. Opportunity Analysis
Chapter 13. Asia Pacific Gaming Console Market Forecast and Trend Analysis
  13.1. Regional Overview
  13.2. Pricing Analysis
  13.3. Key Trends in the Region
    13.3.1. Supply and Demand
  13.4. Demographic Structure
  13.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    13.5.1. Sub-Segment A
    13.5.2. Sub-Segment B
  13.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    13.6.1. Sub-Segment A
    13.6.2. Sub-Segment B
  13.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    13.7.1. Sub-Segment A
    13.7.2. Sub-Segment B
  13.8. By Country, 2024 - 2030, (US$ Mn and Units)
    13.8.1. India
    13.8.2. China
    13.8.3. Japan
    13.8.4. ASEAN
    13.8.5. Rest of Asia Pacific
  13.9. Opportunity Analysis
Chapter 14. Sub-Saharan Africa Gaming Console Market Forecast and Trend Analysis
  14.1. Regional Overview
  14.2. Pricing Analysis
  14.3. Key Trends in the Region
    14.3.1. Supply and Demand
  14.4. Demographic Structure
  14.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    14.5.1. Sub-Segment A
    14.5.2. Sub-Segment B
  14.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    14.6.1. Sub-Segment A
    14.6.2. Sub-Segment B
  14.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    14.7.1. Sub-Segment A
    14.7.2. Sub-Segment B
  14.8. By Country, 2024 - 2030, (US$ Mn and Units)
    14.8.1. Ethiopia
    14.8.2. Nigeria
    14.8.3. Rest of Sub-Saharan Africa
  14.9. Opportunity Analysis
Chapter 15. Australasia Gaming Console Market Forecast and Trend Analysis
  15.1. Regional Overview
  15.2. Pricing Analysis
  15.3. Key Trends in the Region
    15.3.1. Supply and Demand
  15.4. Demographic Structure
  15.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    15.5.1. Sub-Segment A
    15.5.2. Sub-Segment B
  15.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    15.6.1. Sub-Segment A
    15.6.2. Sub-Segment B
  15.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    15.7.1. Sub-Segment A
    15.7.2. Sub-Segment B
  15.8. By Country, 2024 - 2030, (US$ Mn and Units)
    15.8.1. Australia
    15.8.2. New Zealand
    15.8.3. Rest of Australasia
  15.9. Opportunity Analysis
Chapter 16. Competition Analysis
  16.1. Competitive Benchmarking
    16.1.1. Top Player’s Market Share
    16.1.2. Price and Product Comparison
  16.2. Company Profiles
    16.2.1. Company A
      16.2.1.1. Company Overview
      16.2.1.2. Segmental Revenue
      16.2.1.3. Product Portfolio
      16.2.1.4. Key Developments
      16.2.1.5. Strategic Outlook
    16.2.2. Company B
      16.2.2.1. Company Overview
      16.2.2.2. Segmental Revenue
      16.2.2.3. Product Portfolio
      16.2.2.4. Key Developments
      16.2.2.5. Strategic Outlook
    16.2.3. Company C
      16.2.3.1. Company Overview
      16.2.3.2. Segmental Revenue
      16.2.3.3. Product Portfolio
      16.2.3.4. Key Developments
      16.2.3.5. Strategic Outlook
    16.2.4. Company D
      16.2.4.1. Company Overview
      16.2.4.2. Segmental Revenue
      16.2.4.3. Product Portfolio
      16.2.4.4. Key Developments
      16.2.4.5. Strategic Outlook
    16.2.5. Company E
      16.2.5.1. Company Overview
      16.2.5.2. Segmental Revenue
      16.2.5.3. Product Portfolio
      16.2.5.4. Key Developments
      16.2.5.5. Strategic Outlook
    16.2.6. Company F
      16.2.6.1. Company Overview
      16.2.6.2. Segmental Revenue
      16.2.6.3. Product Portfolio
      16.2.6.4. Key Developments
      16.2.6.5. Strategic Outlook
    16.2.7. Company G
      16.2.7.1. Company Overview
      16.2.7.2. Segmental Revenue
      16.2.7.3. Product Portfolio
      16.2.7.4. Key Developments
      16.2.7.5. Strategic Outlook
    16.2.8. Company H
      16.2.8.1. Company Overview
      16.2.8.2. Segmental Revenue
      16.2.8.3. Product Portfolio
      16.2.8.4. Key Developments
      16.2.8.5. Strategic Outlook
    16.2.9. Company I
      16.2.9.1. Company Overview
      16.2.9.2. Segmental Revenue
      16.2.9.3. Product Portfolio
      16.2.9.4. Key Developments
      16.2.9.5. Strategic Outlook
    16.2.10. Company J
      16.2.10.1. Company Overview
      16.2.10.2. Segmental Revenue
      16.2.10.3. Product Portfolio
      16.2.10.4. Key Developments
      16.2.10.5. Strategic Outlook
Chapter 17. Go-To-Market Strategy

Research Methodology

We follow a robust research methodology to analyze the market in order to provide our clients with qualitative and quantitative analysis which has a very low or negligible deviance. Extensive secondary research supported by primary data collection methods help us to thoroughly understand and gauge the market. We incorporate both top-down and bottom-up approach for estimating the market. The below mentioned methods are then adopted to triangulate and validate the market.

Secondary data collection and interpretation

Secondary research includes sources such as published books, articles in journals, news media and published businesses, government and international body publications, and associations. Sources also include paid databases such as Hoovers, Thomson Reuters, Passport and others. Data derived through secondary sources is further validated through primary sources. The secondary sources also include major manufacturers mapped on the basis of revenues, product portfolios, and sales channels.

Primary data collection

Primary data collection methods include conducting interviews with industry experts and various stakeholders across the supply chain, such as raw material suppliers, manufacturers, product distributors and customers. The interviews are either telephonic or face-to-face, or even a combination of both. Prevailing trends in the industry are gathered by conducting surveys. Primary interviews also help us to understand the market drivers, restraints and opportunities, along with the challenges in the market. This method helps us in validating the data gathered through secondary sources, further triangulating the data and developing it through our statistical tools. We generally conduct interviews with -

  • CEOs, Directors, and VPs
  • Sales and Marketing Managers
  • Plant Heads and Manufacturing Department Heads
  • Product Specialists

Supply Side and Demand Side Data Collection

Supply side analysis is based on the data collected from the manufacturers and the product providers in terms of their segmental revenues. Secondary sources for this type of analysis include company annual reports and publications, associations and organisations, government publications and others.

Demand side analysis is based upon the consumer insights who are the end users of the particular product in question. They could be an individual user or an organisation. Such data is gathered through consumer surveys and focused group interviews.

Market Engineering

As a primary step, in order to develop the market numbers we follow a vigorous methodology that includes studying the parent market of the niche product and understanding the industry trends, acceptance among customers of the product, challenges, future growth, and others, followed by further breaking down the market under consideration into various segments and sub-markets. Additionally, in order to cross-validate the market, we also determine the top players in the market, along with their segmental revenues for the said market. Our secondary sources help us to validate the market share of the top players. Using both the qualitative and quantitative analysis of all the possible factors helps us determine the market numbers which are inclined towards accuracy.

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