The connected game console market revenue totaled US$ 19,550.7 million globally in 2023. The market is expected to reach US$ 75,280.8 million by 2033, expanding at a CAGR of 14.4% from 2023 to 2033. The connected game console market accounted for around 27.0% of the global video game market.
Many video game companies are trying to make technological advancements in online and offline video games by rewriting and launching codes for diverse platforms or consoles such as Xbox, next-generation consoles, PlayStation, and Windows PC.
Demand for mobile video games, console video games, and computer video games is increasing owing to the surging popularity of metaverse gaming, blockchain-based gaming, gaming events, and electronic sports (e-sports). Besides, the emergence of numerous advanced technologies is expected to drive the demand for computer video games, cloud gaming, and others.
The North American region is expected to generate the largest connected game console market share in 2023. Moreover, the South Asia & Pacific region is set to grow by showcasing the highest CAGR of 18.6% during the forecast period. Increasing penetration of smartphones and the rising popularity of online gaming tournaments in countries like China and Japan are expected to push the need for connected game consoles in the East Asia region in 2023.showcasing the highest CAGR of 18.6% during the forecast period. Increasing penetration of smartphones and the rising popularity of online gaming tournaments in countries like China and Japan are expected to push the need for connected game consoles in the East Asia region in 2023.
Attributes | Key Statistics |
---|---|
Global Connected Game Console Market Estimated Size (2023E) | US$ 19,550.7 million |
Projected Market Valuation (2033F) | US$ 75,280.8 million |
Value-based CAGR (2023 to 2033) | 14.4% |
Collective Value Share: Top 5 Vendors | Around 40% |
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The connected game console market is estimated to rise at 14.4% CAGR between 2023 and 2033 compared to the 12.3% CAGR registered from 2018 to 2022. Growing adoption of smartphones and rising internet penetration across the globe are set to drive the market.CAGR registered from 2018 to 2022. Growing adoption of smartphones and rising internet penetration across the globe are set to drive the market.
The globally connected game console market is anticipated to witness a surge in terms of revenue from US$ 19,550.7 million in 2023 to US$ 75,280.8 million by 2033. A game console is a specialized device that allows one or more users to play computer games. Connected game consoles are of two types, namely, home consoles and hybrid consoles.
The North American region is expected to dominate the globally connected game console market and reach US$ 18.5 billion by 2033. However, South Asia & Pacific is anticipated to grow at the highest CAGR of 18.6% from 2023 to 2033. By application, the non-gaming segment is expected to remain at the forefront and exhibit growth at a CAGR of 16.1% during the forecast period.
E-sports or electronic sports can transform online video gaming into a spectator sport. The experience is the same as watching a professional sports event, but viewers can watch video game players compete against each other in a virtual environment. As per the , e-sports will be included in an official event at the Asian Games 2023 for the first time.International Olympic Committee, e-sports will be included in an official event at the Asian Games 2023 for the first time.
Medals will also be awarded in eight games: Street Fighter V, FIFA, HearthStone, League of Legends, Dota 2, Dream Three Kingdoms 2, and an Asian Games version of Arena of Valor & PUBG Mobile. Thus, the increasing popularity of esports worldwide is projected to push sales of connected game consoles in the evaluation period., League of Legends, Dota 2, Dream Three Kingdoms 2, and an Asian Games version of Arena of Valor & PUBG Mobile. Thus, the increasing popularity of esports across various parts of the world is projected to push sales of connected game consoles in the evaluation period.
After Facebook publicly changed its name to Meta and announced significant investments in the platform, the Metaverse became a major topic of discussion. Metaverse provides a social connection to gamers in a virtual 3-D environment. It also creates an opportunity for new players by offering unique types of video game experiences and hangout opportunities with the help of virtual reality (VR) technology.
Furthermore, blockchain technology enables players to shift their collectible items specifically purchased within games, like weapons, avatars, and other tools, into non-fungible tokens (NFTs). Gamers can sell or buy a digital asset from another gamer to make a profit. Thus, the growing adoption of metaverse gaming and blockchain-based gaming is expected to create new growth opportunities for key players present in the connected game console market during the forecast period. within games like weapons, avatars, and other tools, into non-fungible tokens (NFTs). Gamers can sell or buy a digital asset from another gamer to make a profit. Thus, the growing adoption of metaverse gaming and blockchain-based gaming is expected to create new growth opportunities for key players present in the connected game console market during the forecast period.
The United States is expected to exhibit a CAGR of over 11.3% from 2023 to 2033 in the North America-connected game console market. The country is projected to be valued at US$ 5.0 billion in 2023 in North America, finds FMI.
As per Gamify, 10% of women and 17% of men aged between 18 and 35 in the United States play video games. Nearly 13% of women and men aged 50 years and above play video games in the country. Furthermore, the growing adoption of cloud gaming and similar other technologies is projected to push the demand for online video games in the coming decade across the United States. It is expected to increase the popularity of online connected console games nationwide.Nearly 13% of both women and men belonging to the age group of 50 years and above play video games in the country. Furthermore, the growing adoption of cloud gaming and similar other technologies is projected to push the demand for online video games in the coming decade across the USA It is further expected to raise the popularity of online connected console games in the country.
China is anticipated to be one of the most prominent countries in terms of the adoption of connected game consoles in the East Asia region. It is expected to grow at a 16.0% CAGR from 2023 to 2033 and is anticipated to create an absolute dollar opportunity of US$ 4.7 billion by the end of 2033.
The development of cloud infrastructure and the modernization of cable networks in China are set to drive the demand for connected game consoles. The country has adopted data over cable service interface specification (DOCSIS), an international telecommunications standard, which provides download speeds of up to 100 Mbps. It helps cable operators to provide high-performance cloud-based gaming services, and thus, the demand for connected game consoles in China has been increasing rapidly.
Japan is set to become one of the prominent countries in the East Asia-connected game console market in the forthcoming years. The country is estimated to exhibit a CAGR of 18.1% from 2023 to 2033 and is anticipated to create an absolute dollar opportunity of US$ 3.4 billion by the end of 2033, says FMI.
As per the International Trade Administration, four Japanese mobile carriers are anticipated to spend more than US$ 14 Billion over the next few years, combined in capital expenditures, to develop their 5G networks. It includes investments in fiber optics, servers, and base stations. Japanese mobile customers can thus access even faster connection speeds that allow faster data transmission and low-latency connectivity for augmented reality (AR) and virtual reality (VR) games.
Furthermore, the presence of key video game providers, including Sony, Nintendo, Sega Games Co. Ltd., and Square Enix Holdings Co. Ltd. in Japan, is projected to bode well for the connected game console industry. These companies are conducting research & development activities to introduce innovative products to attract more gamers in Japan.Furthermore, the presence of key video game providers, including Sony, Nintendo, Sega Games Co. Ltd., and Square Enix Holdings Co. Ltd. in Japan is projected to bode well for the connected game console industry. These companies are conducting research & development activities to introduce innovative products to attract more gamers in Japan.
Based on product type, the connected console segment is set to dominate the connected game console market during the forecast period. As per FMI, the connected console services segment is set to register high growth at 13.3% CAGR from 2023 to 2033.
Connected console video games are equipped with advanced features such as sound systems, which provide a better experience and high-end displays. Owing to their novel features, the segment is set to show lucrative growth in the market for connected game consoles during the forecast period. Owing to their novel features, the segment is set to show lucrative growth in the market for connected game consoles during the forecast period.
Rising Demand for Multiplayer Games to Fuel Sales of Video Game Consoles
Based on application, the gaming segment is anticipated to expand up to 3.4x from 2023 to 2033. On the other hand, the non-gaming segment is set to register the highest growth rate and exhibit a 16.1% CAGR from 2023 to 2033.
The increased popularity of multiplayer games would boost the demand for online games. Online games also promote in-game interactions and improve the gaming experience. Social networking sites effectively create a virtual platform for online video games. Thus, the growing demand for interactive entertainment systems and online video games is driving the need for connected game consoles.The increased popularity of multiplayer games would boost the demand for online games. Online games also promote in-game interactions and contribute to a better overall gaming experience. Social networking sites are effective at creating a virtual platform for online video games. Thus, the growing demand for interactive entertainment systems and online video games is driving the need for connected game consoles.
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To provide a wide range of solutions for various industry applications, many major players in the connected game console market are investing heavily in innovation, research, and development activities. Market players are also implementing multiple strategies such as partnerships, collaborations, and acquisitions to strengthen their presence, broaden their customer base, and upgrade their offerings.
For instance :
Microsoft Corporation is a global technology company with headquarters in Redmond, Washington, United States. It creates computer software, consumer electronics, personal computers, and associated services. In May 2019, Sony Corporation and Microsoft Corporation worked together to create video games in the cloud that will use the Microsoft Azure data center infrastructure to supply Sony's existing services.
Similarly, in January 2022, Microsoft acquired the American video game developer and holding firm Activision Blizzard in an all-cash deal for US$ 68.7 Billion. Activision Blizzard is well known for creating renowned gaming brands, including Warcraft, Diablo, Call of Duty, StarCraft, Candy Crush Saga, Crash Bandicoot, Spyro the Dragon, Skylanders, and Overwatch, among others.Overwatch among others.
Another key player, Sony Interactive Entertainment (SIE), originally known as Sony Computer Entertainment (SCE), is a global video game and digital entertainment corporation completely owned by the Japanese multinational conglomerate Sony. The Tokyo-based SIE Inc. was first established as Sony Computer Entertainment Inc. (SCEI or SCE) in November 1993 to manage Sony's foray into PlayStation system video game production. SIE LLC was founded in San Mateo in April 2016 and is run by Sony Corporation of America, the company's American subsidiary.
Sony Interactive Entertainment oversees the PlayStation video game consoles' hardware and software research & development, manufacturing, and sales. Major markets for Sony are North America, Europe, and Asia, where SIE has various companies that create and distribute video game titles. The business sold more than 581 million PlayStation systems globally by June 2022.
Moreover, in January 2019, Audiokinetic, Inc., a developer of audio solutions for the gaming and media sectors, was acquired by Sony Interactive Entertainment (SIE). Thanks to this transaction, SIE acquired the technology business unit for audio engineering from Audiokinetic. The PlayStation audio ecosystem gained a lot of importance due to this acquisition., thanks to this transaction. The PlayStation audio ecosystem gained a lot of importance due to this acquisition.
On the other hand, Sega Corporation is a multinational Japanese video gaming and entertainment corporation located in Shinagawa, Tokyo. Sega of America and Sega Europe, its international divisions, have their respective headquarters in Irvine, California, and London. Since 2020, Sega Games, its subsidiary for creating arcade and home video games, has been in its present form. Before then, the two independent companies were Sega Games and Sega Interactive Co., Ltd.Sega Corporation, on the other hand, is a multinational Japanese video gaming and entertainment corporation located in Shinagawa, Tokyo. Sega of America and Sega Europe, its international divisions, have their respective headquarters in Irvine, California, and London. Since 2020, Sega Games, its subsidiary for creating both arcade and home video games, has been in its present form. Prior to then, the two had been independent companies named Sega Games and Sega Interactive Co., Ltd.
In April 2020, Sega Games Co., Ltd. and Sega Interactive amalgamated. Sega Group Corporation replaced Sega Holdings Co., Ltd. as the company's name, and Sega Corporation was once more granted to the entity. According to a corporate statement, the decision was made to provide research and development teams with greater independence.
Attribute | Details |
---|---|
Estimated Market Size (2023) | US$ 19,550.7 million |
Projected Market Valuation (2033) | US$ 75,280.8 million |
Value-based CAGR (2023 to 2033) | 14.4% |
Forecast Period | 2023 to 2033 |
Historical Data Available for | 2018 to 2022 |
Market Analysis | Value (US$ million) |
Key Regions Covered | North America; Latin America; Europe; East Asia; South Asia & Pacific; and the Middle East & Africa (MEA) |
Key Countries Covered | United States, Canada, Germany, UK, France, Italy, Spain, BENELUX, Russia, China, Japan, South Korea, India, Malaysia, Indonesia, Singapore, Australia & New Zealand, GCC Countries, Turkey, and South Africa |
Key Segments Covered | Product Type, Application, and Region |
Key Companies Profiled | Sony; Microsoft; Nintendo; Tencent Holdings Ltd.; Activision Blizzard, Inc.; Valve Corporation; Rockstar Games; Sega Games Co. Ltd; Square Enix Holdings Co. Ltd; Capcom Company Ltd; Naughty Dog Inc.; Rovio Entertainment Corporation; Lucid Games; Disney+ |
Report Coverage | Market Forecast, Company Share Analysis, Competition Intelligence, DROT Analysis, Market Dynamics and Challenges, and Strategic Growth Initiatives |
The United States, China, and the United Kingdom dominate the global market.
The market is forecast to register a CAGR of 14.4% through 2033.
From 2018 to 2022, the market recorded a CAGR of 12.3%.
The growing popularity of block-chain based gaming disrupts the current market trends.
The global market size is estimated to reach US$ 75,280.8 million by 2033.
1. Executive Summary 1.1. Global Market Outlook 1.2. Demand-side Trends 1.3. Supply-side Trends 1.4. Technology Roadmap Analysis 1.5. Analysis and Recommendations 2. Market Overview 2.1. Market Coverage / Taxonomy 2.2. Market Definition / Scope / Limitations 3. Market Background 3.1. Market Dynamics 3.1.1. Drivers 3.1.2. Restraints 3.1.3. Opportunity 3.1.4. Trends 3.2. Scenario Forecast 3.2.1. Demand in Optimistic Scenario 3.2.2. Demand in Likely Scenario 3.2.3. Demand in Conservative Scenario 3.3. Opportunity Map Analysis 3.4. Investment Feasibility Matrix 3.5. PESTLE and Porter’s Analysis 3.6. Regulatory Landscape 3.6.1. By Key Regions 3.6.2. By Key Countries 3.7. Regional Parent Market Outlook 4. Global Market Analysis 2018 to 2022 and Forecast, 2023 to 2033 4.1. Historical Market Size Value (US$ Million) Analysis, 2018 to 2022 4.2. Current and Future Market Size Value (US$ Million) Projections, 2023 to 2033 4.2.1. Y-o-Y Growth Trend Analysis 4.2.2. Absolute $ Opportunity Analysis 5. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Product Type 5.1. Introduction / Key Findings 5.2. Historical Market Size Value (US$ Million) Analysis By Product Type, 2018 to 2022 5.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Product Type, 2023 to 2033 5.3.1. Connected Console 5.3.1.1. Standalone Console 5.3.1.2. Handheld Console 5.3.2. Services 5.3.2.1. Prepaid Service 5.3.2.2. Other Direct Service 5.4. Y-o-Y Growth Trend Analysis By Product Type, 2018 to 2022 5.5. Absolute $ Opportunity Analysis By Product Type, 2023 to 2033 6. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Application 6.1. Introduction / Key Findings 6.2. Historical Market Size Value (US$ Million) Analysis By Application, 2018 to 2022 6.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Application, 2023 to 2033 6.3.1. Gaming 6.3.2. Non-Gaming 6.4. Y-o-Y Growth Trend Analysis By Application, 2018 to 2022 6.5. Absolute $ Opportunity Analysis By Application, 2023 to 2033 7. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Region 7.1. Introduction 7.2. Historical Market Size Value (US$ Million) Analysis By Region, 2018 to 2022 7.3. Current Market Size Value (US$ Million) Analysis and Forecast By Region, 2023 to 2033 7.3.1. North America 7.3.2. Latin America 7.3.3. Western Europe 7.3.4. Eastern Europe 7.3.5. South Asia and Pacific 7.3.6. East Asia 7.3.7. Middle East and Africa 7.4. Market Attractiveness Analysis By Region 8. North America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 8.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 8.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 8.2.1. By Country 8.2.1.1. USA 8.2.1.2. Canada 8.2.2. By Product Type 8.2.3. By Application 8.3. Market Attractiveness Analysis 8.3.1. By Country 8.3.2. By Product Type 8.3.3. By Application 8.4. Key Takeaways 9. Latin America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 9.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 9.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 9.2.1. By Country 9.2.1.1. Brazil 9.2.1.2. Mexico 9.2.1.3. Rest of Latin America 9.2.2. By Product Type 9.2.3. By Application 9.3. Market Attractiveness Analysis 9.3.1. By Country 9.3.2. By Product Type 9.3.3. By Application 9.4. Key Takeaways 10. Western Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 10.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 10.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 10.2.1. By Country 10.2.1.1. Germany 10.2.1.2. UK 10.2.1.3. France 10.2.1.4. Spain 10.2.1.5. Italy 10.2.1.6. Rest of Western Europe 10.2.2. By Product Type 10.2.3. By Application 10.3. Market Attractiveness Analysis 10.3.1. By Country 10.3.2. By Product Type 10.3.3. By Application 10.4. Key Takeaways 11. Eastern Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 11.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 11.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 11.2.1. By Country 11.2.1.1. Poland 11.2.1.2. Russia 11.2.1.3. Czech Republic 11.2.1.4. Romania 11.2.1.5. Rest of Eastern Europe 11.2.2. By Product Type 11.2.3. By Application 11.3. Market Attractiveness Analysis 11.3.1. By Country 11.3.2. By Product Type 11.3.3. By Application 11.4. Key Takeaways 12. South Asia and Pacific Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 12.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 12.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 12.2.1. By Country 12.2.1.1. India 12.2.1.2. Bangladesh 12.2.1.3. Australia 12.2.1.4. New Zealand 12.2.1.5. Rest of South Asia and Pacific 12.2.2. By Product Type 12.2.3. By Application 12.3. Market Attractiveness Analysis 12.3.1. By Country 12.3.2. By Product Type 12.3.3. By Application 12.4. Key Takeaways 13. East Asia Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 13.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 13.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 13.2.1. By Country 13.2.1.1. China 13.2.1.2. Japan 13.2.1.3. South Korea 13.2.2. By Product Type 13.2.3. By Application 13.3. Market Attractiveness Analysis 13.3.1. By Country 13.3.2. By Product Type 13.3.3. By Application 13.4. Key Takeaways 14. Middle East and Africa Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 14.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2018 to 2022 14.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2023 to 2033 14.2.1. By Country 14.2.1.1. GCC Countries 14.2.1.2. South Africa 14.2.1.3. Israel 14.2.1.4. Rest of MEA 14.2.2. By Product Type 14.2.3. By Application 14.3. Market Attractiveness Analysis 14.3.1. By Country 14.3.2. By Product Type 14.3.3. By Application 14.4. Key Takeaways 15. Key Countries Market Analysis 15.1. USA 15.1.1. Pricing Analysis 15.1.2. Market Share Analysis, 2022 15.1.2.1. By Product Type 15.1.2.2. By Application 15.2. Canada 15.2.1. Pricing Analysis 15.2.2. Market Share Analysis, 2022 15.2.2.1. By Product Type 15.2.2.2. By Application 15.3. Brazil 15.3.1. Pricing Analysis 15.3.2. Market Share Analysis, 2022 15.3.2.1. By Product Type 15.3.2.2. By Application 15.4. Mexico 15.4.1. Pricing Analysis 15.4.2. Market Share Analysis, 2022 15.4.2.1. By Product Type 15.4.2.2. By Application 15.5. Germany 15.5.1. Pricing Analysis 15.5.2. Market Share Analysis, 2022 15.5.2.1. By Product Type 15.5.2.2. By Application 15.6. UK 15.6.1. Pricing Analysis 15.6.2. Market Share Analysis, 2022 15.6.2.1. By Product Type 15.6.2.2. By Application 15.7. France 15.7.1. Pricing Analysis 15.7.2. Market Share Analysis, 2022 15.7.2.1. By Product Type 15.7.2.2. By Application 15.8. Spain 15.8.1. Pricing Analysis 15.8.2. Market Share Analysis, 2022 15.8.2.1. By Product Type 15.8.2.2. By Application 15.9. Italy 15.9.1. Pricing Analysis 15.9.2. Market Share Analysis, 2022 15.9.2.1. By Product Type 15.9.2.2. By Application 15.10. Poland 15.10.1. Pricing Analysis 15.10.2. Market Share Analysis, 2022 15.10.2.1. By Product Type 15.10.2.2. By Application 15.11. Russia 15.11.1. Pricing Analysis 15.11.2. Market Share Analysis, 2022 15.11.2.1. By Product Type 15.11.2.2. By Application 15.12. Czech Republic 15.12.1. Pricing Analysis 15.12.2. Market Share Analysis, 2022 15.12.2.1. By Product Type 15.12.2.2. By Application 15.13. Romania 15.13.1. Pricing Analysis 15.13.2. Market Share Analysis, 2022 15.13.2.1. By Product Type 15.13.2.2. By Application 15.14. India 15.14.1. Pricing Analysis 15.14.2. Market Share Analysis, 2022 15.14.2.1. By Product Type 15.14.2.2. By Application 15.15. Bangladesh 15.15.1. Pricing Analysis 15.15.2. Market Share Analysis, 2022 15.15.2.1. By Product Type 15.15.2.2. By Application 15.16. Australia 15.16.1. Pricing Analysis 15.16.2. Market Share Analysis, 2022 15.16.2.1. By Product Type 15.16.2.2. By Application 15.17. New Zealand 15.17.1. Pricing Analysis 15.17.2. Market Share Analysis, 2022 15.17.2.1. By Product Type 15.17.2.2. By Application 15.18. China 15.18.1. Pricing Analysis 15.18.2. Market Share Analysis, 2022 15.18.2.1. By Product Type 15.18.2.2. By Application 15.19. Japan 15.19.1. Pricing Analysis 15.19.2. Market Share Analysis, 2022 15.19.2.1. By Product Type 15.19.2.2. By Application 15.20. South Korea 15.20.1. Pricing Analysis 15.20.2. Market Share Analysis, 2022 15.20.2.1. By Product Type 15.20.2.2. By Application 15.21. GCC Countries 15.21.1. Pricing Analysis 15.21.2. Market Share Analysis, 2022 15.21.2.1. By Product Type 15.21.2.2. By Application 15.22. South Africa 15.22.1. Pricing Analysis 15.22.2. Market Share Analysis, 2022 15.22.2.1. By Product Type 15.22.2.2. By Application 15.23. Israel 15.23.1. Pricing Analysis 15.23.2. Market Share Analysis, 2022 15.23.2.1. By Product Type 15.23.2.2. By Application 16. Market Structure Analysis 16.1. Competition Dashboard 16.2. Competition Benchmarking 16.3. Market Share Analysis of Top Players 16.3.1. By Regional 16.3.2. By Product Type 16.3.3. By Application 17. Competition Analysis 17.1. Competition Deep Dive 17.1.1. Sony 17.1.1.1. Overview 17.1.1.2. Product Portfolio 17.1.1.3. Profitability by Market Segments 17.1.1.4. Sales Footprint 17.1.1.5. Strategy Overview 17.1.1.5.1. Marketing Strategy 17.1.2. Microsoft 17.1.2.1. Overview 17.1.2.2. Product Portfolio 17.1.2.3. Profitability by Market Segments 17.1.2.4. Sales Footprint 17.1.2.5. Strategy Overview 17.1.2.5.1. Marketing Strategy 17.1.3. Nintendo 17.1.3.1. Overview 17.1.3.2. Product Portfolio 17.1.3.3. Profitability by Market Segments 17.1.3.4. Sales Footprint 17.1.3.5. Strategy Overview 17.1.3.5.1. Marketing Strategy 17.1.4. Tencent Holdings Ltd. 17.1.4.1. Overview 17.1.4.2. Product Portfolio 17.1.4.3. Profitability by Market Segments 17.1.4.4. Sales Footprint 17.1.4.5. Strategy Overview 17.1.4.5.1. Marketing Strategy 17.1.5. Activision Blizzard, Inc. 17.1.5.1. Overview 17.1.5.2. Product Portfolio 17.1.5.3. Profitability by Market Segments 17.1.5.4. Sales Footprint 17.1.5.5. Strategy Overview 17.1.5.5.1. Marketing Strategy 17.1.6. Valve Corporation 17.1.6.1. Overview 17.1.6.2. Product Portfolio 17.1.6.3. Profitability by Market Segments 17.1.6.4. Sales Footprint 17.1.6.5. Strategy Overview 17.1.6.5.1. Marketing Strategy 17.1.7. Rockstar Games 17.1.7.1. Overview 17.1.7.2. Product Portfolio 17.1.7.3. Profitability by Market Segments 17.1.7.4. Sales Footprint 17.1.7.5. Strategy Overview 17.1.7.5.1. Marketing Strategy 17.1.8. Sega Games Co. Ltd 17.1.8.1. Overview 17.1.8.2. Product Portfolio 17.1.8.3. Profitability by Market Segments 17.1.8.4. Sales Footprint 17.1.8.5. Strategy Overview 17.1.8.5.1. Marketing Strategy 17.1.9. Square Enix Holdings Co. Ltd 17.1.9.1. Overview 17.1.9.2. Product Portfolio 17.1.9.3. Profitability by Market Segments 17.1.9.4. Sales Footprint 17.1.9.5. Strategy Overview 17.1.9.5.1. Marketing Strategy 17.1.10. Capcom Company Ltd 17.1.10.1. Overview 17.1.10.2. Product Portfolio 17.1.10.3. Profitability by Market Segments 17.1.10.4. Sales Footprint 17.1.10.5. Strategy Overview 17.1.10.5.1. Marketing Strategy 17.1.11. Naughty Dog Inc. 17.1.11.1. Overview 17.1.11.2. Product Portfolio 17.1.11.3. Profitability by Market Segments 17.1.11.4. Sales Footprint 17.1.11.5. Strategy Overview 17.1.11.5.1. Marketing Strategy 17.1.12. Rovio Entertainment Corporation 17.1.12.1. Overview 17.1.12.2. Product Portfolio 17.1.12.3. Profitability by Market Segments 17.1.12.4. Sales Footprint 17.1.12.5. Strategy Overview 17.1.12.5.1. Marketing Strategy 17.1.13. Lucid Games 17.1.13.1. Overview 17.1.13.2. Product Portfolio 17.1.13.3. Profitability by Market Segments 17.1.13.4. Sales Footprint 17.1.13.5. Strategy Overview 17.1.13.5.1. Marketing Strategy 17.1.14. Disney+ 17.1.14.1. Overview 17.1.14.2. Product Portfolio 17.1.14.3. Profitability by Market Segments 17.1.14.4. Sales Footprint 17.1.14.5. Strategy Overview 17.1.14.5.1. Marketing Strategy 18. Assumptions & Acronyms Used 19. Research Methodology
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