Gaming Console Market PPT: Growth, Outlook, Demand, Key player Analysis and Opportunity 2022-27 - PowerPoint PPT Presentation

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Gaming Console Market PPT: Growth, Outlook, Demand, Key player Analysis and Opportunity 2022-27

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Looking forward, the gaming console market value is projected to reach a strong growth during the forecast period (2022-2027). More info:- – PowerPoint PPT presentation

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Date added: 28 June 2022
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Title: Gaming Console Market PPT: Growth, Outlook, Demand, Key player Analysis and Opportunity 2022-27


1
Global Gaming Console Market Research and
Forecast Report 2022-2027




Author Elena Anderson Marketing Manager IMARC
Group
2022 IMARC All Rights Reserved
Copyright IMARC Service Pvt Ltd. All Rights
Reserved
2
About IMARC Group
Report Description
International Market Analysis Research and
Consulting Group is a leading adviser on
management strategy and market research
worldwide. We partner with clients in all regions
and industry verticals to identify their
highest-value opportunities, address their most
critical challenges, and transform their
businesses. IMARCs information products include
major market, scientific, economic and
technological developments for business leaders
in pharmaceutical, industrial, and high
technology organizations. Market forecasts and
industry analysis for biotechnology, advanced
materials, chemicals, food and beverage, travel
and tourism, nanotechnology and novel processing
methods are at the top of the companys
expertise. IMARCs tailored approach combines
unfathomable insight into the dynamics of
companies and markets with close cooperation at
all levels of the client organization. This
ensures that our clients achieve unmatchable
competitive advantage, build more proficient
organizations, and secure lasting results.
3
Report Description and Highlights
Report Description
Global Gaming Console Market Research Report
2022-2027 According to the latest report by
IMARC Group, titled Gaming Console Market
Global Industry Trends, Share, Size, Growth,
Opportunity and Forecast 2021-2026, the global
gaming console market size reached US 36.84
Billion in 2021. A gaming console refers to an
electronic device that produces a video signal or
visual image for displaying a video game. They
are powered by CPUs and operating systems while
comprising random-access memory (RAM) and
controllers. They are mainly controlled by their
respective manufacturers with the software
outfitted according to the capabilities of the
machine. The core advantages provided by these
consoles include human control interface, hybrid
data storage, APU horsepower, and low pow
consumption. They also enable gamers to
download videos, listen to music, browse the
internet, and watch videos simultaneously while
playing games. In addition to this, they are easy
to use and create a merged entertainment system
that offers a more active experience to the
users. Request for a PDF sample of this report
https//www.imarcgroup.com/gaming-console-market/r
equestsample

4
Report Description and Highlights
Report Description
Global Gaming Console Market Trends The market
is primarily driven by the increasing demand for
3D video games based on augmented reality (AR)
and virtual reality (VR). In line with this,
continuous developments of smart applications and
games equipped with virtual assistant services
are propelling the market. With the emergence of
core wireless connectivity, such as Bluetooth
5.0, Wi-Fi, and the internet of things (IoT), and
a considerable rise in the adoption of advanced
technologies, including haptic vibration and
Blu-ray, are also providing a significant boost
to the market. Apart from this, the introduction
of advanced gaming console accessories, including
3D audio headphones, 4K TVs, and keyboards, is
creating lucrative opportunities for the market.
Some of the other factors contributing to the
market include the growing investments by key
players in the development of premium game
consoles offering enhanced gaming experience and
the introduction of massively multiplayer online
game options (MMOGs). On account of the
aforementioned factors, the market is anticipated
to reach a value of US 48.14 Billion by 2027,
expanding at a CAGR of 5.0 during
2022-2027. View Report TOC, Figures and Tables
https//www.imarcgroup.com/gaming-console-market

5
Report Description and Highlights
Report Description
  • Key Market Segmentation
  • The research report includes the following
    segments
  • Breakup by Type
  • Home Consoles
  • Handheld Consoles
  • Hybrid Consoles
  • Dedicated Consoles
  • Others
  •  
  • Breakup by Applications
  • Gaming
  • Non-Gaming
  • Breakup by End Use
  • Residential
  • Commercial


6
Report Description and Highlights
Report Description
  •  
  • Breakup by Region
  • North America
  • Asia Pacific
  • Europe
  • Latin America
  • Middle East and Africa
  • Competitive Landscape with Key Players
  • Advanced Micro Devices Inc.
  • Atari VCS LLC.
  • Bandai Namco Studios Inc.
  • Microsoft Corporation
  • Nintendo Co. Ltd.
  • NVIDIA Corporation
  • Sony Group Corporation.
  •  


7
Key Questions Answered in the Report
Report Description
  • How has the global gaming console market
    performed so far and how will it perform in the
    coming years?
  • What has been the impact of COVID-19 on the
    global gaming console market?
  • What are the key regional markets?
  • What is the breakup of the market based on the
    type?
  • What is the breakup of the market based on the
    applications?
  • What is the breakup of the market based on the
    end use?
  • What are the various stages in the value chain of
    the industry?
  • What are the key driving factors and challenges
    in the industry?
  • What is the structure of the global gaming
    console market and who are the key players?
  • What is the degree of competition in the
    industry?
  •  

8
Table of Contents
Report Description
1    Preface2    Scope and Methodology    2.1
   Objectives of the Study    2.2  
 Stakeholders    2.3    Data Sources       
2.3.1    Primary Sources        2.3.2  
 Secondary Sources    2.4    Market Estimation 
      2.4.1    Bottom-Up Approach        2.4.2  
 Top-Down Approach    2.5    Forecasting
Methodology3    Executive Summary4  
 Introduction    4.1    Overview    4.2    Key
Industry Trends5    Global Gaming Console
Market    5.1    Market Overview    5.2  
 Market Performance    5.3    Impact of
COVID-19    5.4    Market Forecast

9
Table of Contents
Report Description
6    Market Breakup by Type    6.1    Home
Consoles        6.1.1 Market Trends       
6.1.2 Market Forecast    6.2    Handheld
Consoles        6.2.1 Market Trends       
6.2.2 Market Forecast    6.3    Hybrid
Consoles        6.3.1 Market Trends       
6.3.2 Market Forecast    6.4    Dedicated
Consoles        6.4.1 Market Trends       
6.4.2 Market Forecast    6.5    Others       
6.5.1 Market Trends        6.5.2 Market
Forecast          Click here to visit the
complete table of content with list of figures
and tables https//www.imarcgroup.com/gaming-cons
ole-market/toc

10
Partial List of Clients
We are the trusted business partners to the
world's leading corporates, governments, and
institutions
A partial List of our Clients
11
Partial List of Clients
We are the trusted business partners to the
world's leading corporates, governments, and
institutions
A partial List of our Clients
12
Report Description and Highlights
Report Description

2022 IMARC All Rights Reserved This
Publication and all its contents unless
otherwise mentioned are copyrighted in the name
of International Market Analysis Research and
Consulting (IMARC). No part of this publication
may be reproduced, repackaged, redistributed or
resold in whole or in any part. The publication
may also not be used in any form or by and means
graphic electronic or mechanical, including
photocopying, recording, taping or by information
storage or retrieval, or by any other form,
without the express consent of International
Market Analysis Research and Consulting
(IMARC). Disclaimer All contents and data of
this publication, including forecasts, data
analysis and opinion have been based on
information and sources believed to be accurate
and reliable at the time of publishing.
International Market Analysis Research and
Consulting makes no representation of warranty of
any kind as to the accuracy or completeness of
any Information provided. IMARC accepts no
liability whatsoever for any loss or damage
resulting from opinion, errors or inaccuracies if
any found this publication. IMARC, IMARC Group
and Global Therapy Insight Series are registered
trademarks of International Market Analysis
Research and Consulting. All other trademarks
used in this publication are registered
trademarks of their respective companies.
13

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