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Global Gaming Console Market 2016-2020

Category : ICT Media  | Published Date : Jan-2016 | Pages : 54
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About Gaming Console

Gaming consoles are the most popular devices among the various gaming platforms available in the market. These specialized computers are designed for interactive video gaming and are built with similar components, such as a central processing unit (CPU), graphics processing unit (GPU), and random access memory (RAM). 
Peripherals such as joysticks, mouse, keypads, and others are used as input systems. Video and audio outputs are enabled by plugging the console into a TV or similar audio-visual system. Handheld gaming consoles are compact, mobile versions of gaming consoles and have inbuilt displays, speakers, and controls.

Technavios analysts forecast the global gaming console market to grow at a CAGR of 13.13% during the period 2016-2020.

Covered in this report 
The report covers the present scenario and the growth prospects of the global gaming console market for 2016-2020. To calculate the market size, the report includes revenue generated through the sale of gaming consoles. The report segments the market by game genre and provides a detailed analysis of the market scenario for both TV and handheld consoles.

The market is divided into the following segments based on type: 
TV gaming consoles
Handheld gaming consoles

Technavios report, Global Gaming Console Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market. 

Key vendors 
Mad Catz
Microsoft
Nintendo
Sony 

Other prominent vendors 
NVIDIA
OUYA
Tommo

Market driver 
Innovations in audio-visual devices
For a full, detailed list, view our report 

Market challenge 
Low popularity of gaming consoles in e-sports
For a full, detailed list, view our report 

Market trend 
Availability of multi-functional gaming consoles
For a full, detailed list, view our report 

Key questions answered in this report 
What will the market size be in 2020 and what will the growth rate be?
What are the key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by the key vendors?
What are the strengths and weaknesses of the key vendors? 

You can request one free hour of our analysts time when you purchase this market report. Details are provided within the report.
PART 01: Executive summary
Highlights
PART 02: Scope of the report
Market overview
Base year
Vendor segmentation
Numerical figures
Top-vendor offerings
PART 03: Market research methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
PART 05: Market landscape
Market overview
Market size and forecast
Five forces analysis
PART 06: Market segmentation by type
Global gaming console market segmentation by type
Global TV gaming console market
Global handheld gaming console market
PART 07: Geographical segmentation
Segmentation of global gaming console market by region
Gaming console market in EMEA
Gaming console market in the Americas
Gaming console market in APAC
PART 08: Key leading countries
Key leading countries
PART 09: Market drivers
Innovations in audio-visual devices
Changing lifestyles and demographics of gamers
Technological advances and product innovations
Monetizing the hardware needs of console gaming enthusiasts
PART 10: Impact of drivers
PART 11: Market challenges
Low popularity of gaming consoles in e-sports
Availability of alternate gaming platforms
High cost of gaming console hardware
Rapid market decline
PART 12: Impact of drivers and challenges
PART 13: Market trends
Availability of multi-functional gaming consoles
PARTnership with streaming websites
Emergence of gamification
PART 14: Vendor landscape
Competitive scenario
Other prominent vendors
PART 15: Key vendor analysis
Mad Catz Interactive
Microsoft
Nintendo
Sony Computer Entertainment
PART 16: Appendix
List of abbreviations
PART 17: Explore Technavio
List Of Exhibits
Exhibit 01: Product offerings
Exhibit 02: Global gaming console market segmentation by top vendors
Exhibit 03: Global gaming console market 2015-2020 ($ billions)
Exhibit 04: Global unit shipments of gaming consoles 2015-2020
Exhibit 05: Five forces analysis
Exhibit 06: Global gaming console market by type 2015 and 2020 ($ billions)
Exhibit 07: Global TV gaming console market 2015-2020 ($ billions)
Exhibit 08: Global handheld gaming console market 2015-2020 ($ billions)
Exhibit 09: Segmentation of global gaming console market by region 2015
Exhibit 10: Segmentation of global gaming console market by region 2020
Exhibit 11: Gaming console market in EMEA 2015-2020 ($ billions)
Exhibit 12: Regional segmentation of global TV console gaming enthusiasts 2015 (millions)
Exhibit 13: Market share and revenue of key leading countries in EMEA 2015
Exhibit 14: Gaming console market in the Americas 2015-2020 ($ billions)
Exhibit 15: Market share and revenue of key leading countries in the Americas 2015
Exhibit 16: Gaming console market in APAC 2015-2020 ($ billions)
Exhibit 17: Market share and revenue of key leading countries in APAC 2015
Exhibit 18: Key leading countries in global gaming console market 2015 (%)
Exhibit 19: Market share of top 10 countries in the global gaming console market 2014
Exhibit 20: Impact of drivers
Exhibit 21: Impact of drivers and challenges
Exhibit 22: Mad Catz Interactive: Segmentation of brand by revenue 2015
Exhibit 23: Mad Catz Interactive: Segmentation of revenue by platform 2015
Exhibit 24: Mad Catz Interactive: Segmentation of revenue by product 2015
Exhibit 25: Mad Catz Interactive: Segmentation of revenue by region 2014
Exhibit 26: Microsoft: Segmentation of revenue by business 2014
Exhibit 27: Microsoft: Segmentation of revenue by business 2013 and 2014 ($ billions)
Exhibit 28: Microsoft: Segmentation of revenue by region 2014
Exhibit 29: Nintendo: Business segmentation by revenue 2015
Exhibit 30: Nintendo: Business segmentation by revenue 2014 and 2015 ($ billions)
Exhibit 31: Nintendo: Segmentation of revenue by region 2015
...
Publisher Name : Technavio

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