The connected game console market revenue totaled USD 19,550.7 million globally in 2023. The market is expected to reach USD 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) | USD 19,550.7 million |
Projected Market Valuation (2033F) | USD 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 USD 19,550.7 million in 2023 to USD 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 USD 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 USD 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 USD 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 USD 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 USD 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 USD 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) | USD 19,550.7 million |
Projected Market Valuation (2033) | USD 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 (USD 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 USD 75,280.8 million by 2033.
1. Executive Summary 2. Market Overview 3. Market Background 4. Global Market Analysis 2018 to 2022 and Forecast, 2023 to 2033 5. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Product Type 5.1. Connected Console 5.1.1. Standalone Console 5.1.2. Handheld Console 5.2. Services 5.2.1. Prepaid Service 5.2.2. Other Direct Service 6. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Application 6.1. Gaming 6.2. Non-Gaming 7. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Region 7.1. North America 7.2. Latin America 7.3. Western Europe 7.4. Eastern Europe 7.5. South Asia and Pacific 7.6. East Asia 7.7. Middle East and Africa 8. North America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 9. Latin America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 10. Western Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 11. Eastern Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 12. South Asia and Pacific Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 13. East Asia Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 14. Middle East and Africa Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 15. Key Countries Market Analysis 16. Competition Analysis 16.1. Sony 16.2. Microsoft 16.3. Nintendo 16.4. Tencent Holdings Ltd. 16.5. Activision Blizzard, Inc. 16.6. Valve Corporation 16.7. Rockstar Games 16.8. Sega Games Co. Ltd 16.9. Square Enix Holdings Co. Ltd 16.10. Capcom Company Ltd 16.11. Naughty Dog Inc. 16.12. Rovio Entertainment Corporation 16.13. Lucid Games 16.14. Disney+ 17. Assumptions & Acronyms Used 18. Research Methodology
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