Connected Game Console Market Outlook (2023 to 2033)

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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2018 to 2022 Connected Game Console Demand Outlook Compared to 2023 to 2033 Forecast

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.

Top 2 Trends Pushing Sales of Connected Game Consoles

  • Exponential Participation in E-sports Events

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.

  • Introduction to Metaverse and Blockchain-based Gaming

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.

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Country-wise Insights

The Popularity of Connected Game Controllers in the United States to Push Growth by 2033 “Popularity of Connected Game Controllers in the USA to Push Growth by 2033”

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.

Adoption of DOCSIS in China to Boost Sales of Video Game Accessories

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.

Introduction to Nintendo Switch Lite and Other Consoles in Japan to Aid Growth

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.

Category-wise Insights

Connected Console Services to Gain Traction by the End of 2033

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.

Which is the Leading Application of Connected Game Consoles?

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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Competitive Landscape

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 :

  • In July 2021, Nintendo launched a new video game console. The new Nintendo Switch Model uses an OLED screen, which is more colorful and brighter than the screen on the standard model.
  • In May 2022, Valve created a new Half-Life game for the upcoming Steam Deck device. Steam Deck is a gaming device that emulates the Steam OS and helps to run games from the library. It is available in 3 variants, namely, 64GB, 256GB, and 512 GB.
  • Lucid Games recently released game series such as Destruction AllStars, Switchblade, Sea of Thieves, and so on.Lucid games recently released the game series such as Destruction AllStars, Switchblade, Sea of Thieves and so on.
  • Rockstar Games offers consumers a wide range of games, including games with huge consumer bases, such as Grand Theft Auto V, Red Dead Online, Grand Theft Auto Online, and so on.Rockstar games offers a wide range of games to consumers including games with huge consumer bases such as grand theft auto V, Red dead online, grand theft auto online and so on.

Microsoft Corporation, Sony, and Sega Make Provision for Introducing Cloud-based Game Consoles to Expand Their Offerings

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.

Scope of the Report

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

Connected Game Console Outlook by Category

By Product Type :

  • Connected Console
  • Standalone Console
  • Handheld Console
  • Services
  • Prepaid Service
  • Other Direct Service

By Application :

  • Gaming
  • Non-Gaming

By Region :

  • North America
  • Latin America
  • Europe
  • East Asia
  • South Asia & Pacific
  • Middle East and Africa (MEA)

Frequently Asked Questions

Which Countries Dominate the Global Market?

The United States, China, and the United Kingdom dominate the global market.

What is the Growth Forecast for the Connected Game Console Market?

The market is forecast to register a CAGR of 14.4% through 2033.

How is the Historical Performance of the Connected Game Console Market?

From 2018 to 2022, the market recorded a CAGR of 12.3%.

Which is the Top Trend in the Connected Game Console Market?

The growing popularity of block-chain based gaming disrupts the current market trends.

What is the Projected Size of the Connected Game Console Market by 2033?

The global market size is estimated to reach US$ 75,280.8 million by 2033.

Table of Content

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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