Videogame Console Market Report, Global Industry Analysis, Market Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030

  • Published Date: Jan, 2024
  • Report ID: CR0192585
  • Format: Electronic (PDF)
  • Number of Pages: 176
  • Author(s): Joshi, Madhavi

Report Overview

The Videogame Console Market size was estimated at USD 45 billion in 2023 and is projected to reach USD 85 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 9.00% during the forecast period (2024-2030).

Videogame Console Market

(Market Size)
$45 billion
$85 billion
2023
2030
Source: Citius Research
Study Period 2018 - 2030
Base Year For Estimation 2023
Forecast Data Period 2024 - 2030
CAGR (2024-2030) 9.00%
2023 Market Size USD 45 billion
2030 Market Size USD 85 billion
Key Players Sony, Microsoft, Nintendo, Atari, Sega

Market Summary

The videogame console market represents a dynamic segment within the consumer goods industry, characterized by intense competition among a few dominant hardware manufacturers. This market revolves around the development, manufacturing, and sale of dedicated electronic devices designed primarily for playing video games. The industry is defined by distinct generational cycles, where major players release new platforms every several years, each offering significant technological advancements over its predecessor. These cycles drive consumer upgrade patterns and shape long-term strategic planning for all industry stakeholders, including game developers, publishers, and accessory manufacturers. The ecosystem extends beyond hardware to include software sales, online subscription services, and a vast network of third-party peripheral creators, creating a multifaceted and highly lucrative business environment. The market is currently navigating a transition towards a hybrid model, blending physical hardware with cloud-based streaming services, reflecting broader technological shifts in digital content consumption.

Key Highlights

The videogame console market is currently dominated by a triumvirate of major corporations: Sony with its PlayStation brand, Microsoft with the Xbox series, and Nintendo with its unique Switch and legacy consoles. A key highlight is the strategic pivot from being purely hardware-centric to offering comprehensive ecosystem services. This is exemplified by the immense success of subscription services like Xbox Game Pass and PlayStation Plus, which provide recurring revenue streams and deepen customer loyalty beyond the initial console purchase. Another significant trend is the emphasis on backward compatibility and cross-platform play, allowing consumers to access a broader library of games and play with friends regardless of their chosen platform. Furthermore, the integration of advanced technologies such as 4K resolution, high dynamic range (HDR), ray tracing, and solid-state drives (SSDs) for drastically reduced load times has become a standard battleground for technological superiority. The market is also witnessing a blurring of lines between console and PC gaming, with increased emphasis on digital storefronts and social features.

Drivers, Opportunities & Restraints

Primary drivers propelling the videogame console market include continuous technological innovation, which fuels consumer desire for more immersive and graphically superior gaming experiences. The rising popularity of esports and game streaming on platforms like Twitch and YouTube also drives mainstream adoption and interest in high-performance gaming hardware. Furthermore, the expansion of high-speed internet infrastructure globally facilitates the growth of online multiplayer gaming and digital game downloads, reducing reliance on physical media. Significant opportunities exist in emerging markets where a growing middle class is increasingly able to afford entertainment electronics. The expansion of cloud gaming services presents another substantial opportunity to reach audiences without requiring them to invest in expensive hardware. However, the market faces considerable restraints, including the high cost of research, development, and manufacturing for new consoles, which creates significant barriers to entry. Component shortages and global supply chain disruptions can severely impact production and availability. Additionally, the market faces competition from alternative gaming platforms such as powerful gaming PCs and mobile devices, which offer convenience and a different value proposition to consumers.

Concentration Insights

The videogame console market is characterized by a high level of concentration, effectively operating as an oligopoly. The landscape is overwhelmingly dominated by three Japanese and American companies: Sony Group Corporation, Microsoft Corporation, and Nintendo Co., Ltd. This concentration is a result of immense capital requirements for research and development, manufacturing scale, and the necessity of building a robust ecosystem of first-party and third-party game developers. Each player has cultivated a distinct brand identity and strategic approach; Sony focuses on powerful hardware and strong exclusive franchises, Microsoft emphasizes its subscription service and ecosystem integration, and Nintendo prioritizes innovative hardware design and family-friendly exclusive content. This competitive dynamic results in fierce battles for market share each generation, with strategies revolving around exclusive game titles, pricing, online service offerings, and peripheral support. The high barriers to entry effectively prevent new competitors from easily entering the market, solidifying the positions of the incumbent leaders.

Type Insights

The market is segmented primarily by the type of console, which generally falls into three categories: home consoles, handheld consoles, and hybrid consoles. Home consoles, such as the PlayStation 5 and Xbox Series X/S, are designed for stationary use connected to a television and offer the highest possible processing power and graphical fidelity. Historically, handheld consoles like the PlayStation Vita or Nintendo's 3DS were dedicated portable devices with their own library of games, though this segment has largely been absorbed by the hybrid model. Nintendo's Switch pioneered the popular hybrid category, functioning as both a home console when docked and a portable tablet-like device, offering consumers unprecedented flexibility. The type of console a consumer chooses is often dictated by their lifestyle, gaming preferences, and desire for portability versus raw performance. The success of the hybrid model indicates a strong consumer demand for gaming on the go without sacrificing the ability to play on a large screen at home.

Application Insights

The primary application of videogame consoles is, unequivocally, entertainment through interactive gaming. This core application has expanded significantly to encompass a wide range of multimedia functions. Modern consoles serve as comprehensive entertainment hubs, providing access to streaming video services like Netflix, Disney+, and Spotify, making them central devices in many living rooms. Beyond passive consumption, consoles facilitate social interaction and community building through online multiplayer gaming, voice chat, and social media integration. They are also increasingly used for non-gaming applications such as fitness programs, educational tools, and even web browsing. The application spectrum also differentiates user bases; hardcore gamers seek consoles for high-end, immersive experiences and competitive play, while casual and family users often gravitate towards consoles offering party games, motion controls, and accessible entertainment for all ages. This diversification of applications broadens the market appeal beyond traditional gamers.

Regional Insights

The demand for videogame consoles exhibits distinct regional variations influenced by economic factors, cultural preferences, and brand strength. North America, particularly the United States and Canada, represents one of the largest and most lucrative markets, characterized by high consumer spending power and early adoption of new technology. The Europe, Middle East, and Africa (EMEA) region is another massive market, with strong penetration in Western European nations like the UK, Germany, and France. The Asia-Pacific region is a critical and diverse market. Japan has a deeply ingrained gaming culture and is a home market for Sony and Nintendo, leading to very strong brand loyalty. Meanwhile, other parts of Asia, such as South Korea and increasingly China, represent significant growth opportunities, though the latter has its own complex regulatory environment. Latin America is an emerging market where affordability and economic conditions can be a barrier, but a passionate gaming community exists. Regional marketing strategies, game localization, and pricing are tailored to these specific market conditions.

Company Insights

The competitive landscape is defined by the strategies of three key players. Sony Interactive Entertainment, a subsidiary of Sony Group, is the market leader with its PlayStation brand. Its strategy heavily relies on a strong portfolio of critically acclaimed exclusive titles from studios like Naughty Dog and Insomniac Games, coupled with powerful hardware. Microsoft's Xbox division competes by leveraging its vast financial resources to offer value through its Xbox Game Pass subscription service, often described as the "Netflix for games." Microsoft also focuses on ecosystem integration with Windows PCs and cloud gaming via xCloud. Nintendo operates on a different axis, foregoing the race for graphical supremacy in favor of innovative hardware design and a unparalleled portfolio of iconic first-party intellectual properties like Mario, Zelda, and Pok?mon. This approach allows Nintendo to create its own market and appeal to a broad demographic that includes families and casual gamers. These divergent strategies create a multi-faceted competitive environment.

Recent Developments

The market has been shaped by several pivotal recent developments. The most significant is the launch of the ninth generation of consoles, namely the PlayStation 5 from Sony and the Xbox Series X and Series S from Microsoft. These launches were marked by unprecedented consumer demand that far exceeded supply, leading to widespread shortages exacerbated by global semiconductor constraints. A major trend has been the aggressive expansion of subscription services, with Microsoft's Xbox Game Pass becoming a cornerstone of its strategy, and Sony responding with a revamped PlayStation Plus offering tiered subscriptions. Acquisitions have also reshaped the landscape, most notably Microsoft's proposed acquisition of Activision Blizzard, a move that would bring massive franchises like Call of Duty and World of Warcraft under the Xbox umbrella. Furthermore, all major players are investing heavily in cloud gaming infrastructure to stream games directly to devices, signaling a potential future shift away from dedicated hardware.

Report Segmentation

This comprehensive market research report on the videogame console market provides a detailed analysis segmented across multiple dimensions to offer a granular view of the industry. The segmentation allows stakeholders to understand specific trends and opportunities within each category. The report is segmented by type, distinguishing between home consoles, handheld consoles, and hybrid consoles, analyzing the adoption and growth trends for each form factor. It is further segmented by application, examining the various use cases from core gaming to multimedia entertainment and beyond. A crucial geographical segmentation provides insights into regional dynamics across North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa, highlighting key countries within each region. The competitive landscape section offers detailed profiles of the major players, Sony, Microsoft, and Nintendo, along with analysis of their strategies, strengths, and market share. This multi-faceted segmentation ensures the report delivers actionable intelligence for strategic decision-making.

FAQs

What is the current generation of videogame consoles? The current generation is the ninth generation, headlined by Sony's PlayStation 5 and Microsoft's Xbox Series X and Series S consoles. Nintendo's Switch, while from the previous generation chronologically, remains a dominant and actively supported platform in the market.

Who are the main competitors in the console market? The main competitors are three multinational corporations: Sony with its PlayStation brand, Microsoft with its Xbox brand, and Nintendo with its suite of consoles including the Switch.

What is the difference between a PlayStation and an Xbox? The primary differences lie in their exclusive game libraries, user interface, online service features, and controller design. The choice often comes down to personal preference for specific exclusive titles or ecosystem features.

How does cloud gaming work on consoles? Cloud gaming, or game streaming, allows users to play games hosted on remote servers directly on their console without needing to download the full game. The console receives a video stream of the gameplay and sends back control inputs, requiring a stable, high-speed internet connection.

What are the best-selling consoles of all time? The best-selling consoles historically include the PlayStation 2, Nintendo DS, Nintendo Switch, Game Boy, and PlayStation 4. Sales leadership often shifts with each new product generation.

What is a hybrid gaming console? A hybrid gaming console is a device that can function both as a traditional home console connected to a television and as a portable handheld device. The Nintendo Switch is the foremost example of this type, offering versatility in how and where games are played.

Citius Research has developed a research report titled “Videogame 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

• Videogame 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 Videogame 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.

Videogame Console Market Segmentation

Market Segmentation

Regions Covered

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

Videogame Console Market Analysis

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

• Overview of Videogame Console Market
• Research Methodology
• Executive Summary
• Market Dynamics of Videogame 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 Videogame Console Market
• Cost and Gross Margin Analysis of Videogame Console Market
• Videogame 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 “Videogame 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.

Videogame Console Market Key Stakeholders

Below are the key stakeholders for the Videogame Console Market:

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

Videogame 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 Videogame 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 Videogame 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 Videogame 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 Videogame 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 Videogame Console Market is expected to grow at a CAGR of XX% from 2023 to 2030.
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For further details request a free sample copy of this report here.
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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 Videogame 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 Videogame 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 Videogame 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 Videogame 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 Videogame 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 Videogame 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 Videogame 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 Videogame 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 Videogame 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 Videogame 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 Videogame 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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