1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
3.1. Market Snapshot
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
5.1. Market Dynamics
5.1.1. Market Drivers
5.1.2. Market Restraints
5.1.3. Market Opportunities
5.2. Porter’s Five Forces Analysis
5.2.1. Bargaining power of suppliers
5.2.2. Bargaining power of buyers
5.2.3. Threat of substitute
5.2.4. Threat of new entrants
5.2.5. Degree of competition
6.1.1. Company Market Share/Positioning Analysis
6.1.2. Key Strategies Adopted by Players
6.1.3. Vendor Landscape
6.1.3.1. List of Suppliers
6.1.3.2. List of Buyers
7.1. Connected Game Console Market, by Component
7.1.1. Hardware
7.1.1.1. Market Revenue and Forecast
7.1.2. Software
7.1.2.1. Market Revenue and Forecast
7.1.3. Services
7.1.3.1. Market Revenue and Forecast
8.1. Connected Game Console Market, by Console Type
8.1.1. Home Consoles
8.1.1.1. Market Revenue and Forecast
8.1.2. Handheld Consoles
8.1.2.1. Market Revenue and Forecast
8.1.3. Hybrid Consoles
8.1.3.1. Market Revenue and Forecast
9.1. Connected Game Console Market, by Connectivity
9.1.1. Wired
9.1.1.1. Market Revenue and Forecast
9.1.2. Wireless
9.1.2.1. Market Revenue and Forecast
10.1. Connected Game Console Market, by Storage Type
10.1.1. Physical Media (Discs, Cartridges)
10.1.1.1. Market Revenue and Forecast
10.1.2. Digital/Cloud-Based
10.1.2.1. Market Revenue and Forecast
11.1. Connected Game Console Market, by End-Use Application
11.1.1. Online Multiplayer Gaming
11.1.1.1. Market Revenue and Forecast
11.1.2. Cloud Gaming & Streaming
11.1.2.1. Market Revenue and Forecast
11.1.3. Esports & Competitive Gaming
11.1.3.1. Market Revenue and Forecast
11.1.4. Media & Entertainment (OTT, Music, Video Streaming)
11.1.4.1. Market Revenue and Forecast
11.1.5. VR/AR Gaming
11.1.5.1. Market Revenue and Forecast
12.1. Connected Game Console Market, by Distribution Channel
12.1.1. Online (E-commerce, Brand Stores)
12.1.1.1. Market Revenue and Forecast
12.1.2. Offline (Retail, Electronics Stores, Gaming Stores)
12.1.2.1. Market Revenue and Forecast
13.1. Connected Game Console Market, by End-User Demographics
13.1.1. Kids & Teenagers
13.1.1.1. Market Revenue and Forecast
13.1.2. Young Adults (18–35 years)
13.1.2.1. Market Revenue and Forecast
13.1.3. Adults (35+ years)
13.1.3.1. Market Revenue and Forecast
14.1. North America
14.1.1. Market Revenue and Forecast, by Component
14.1.2. Market Revenue and Forecast, by Console Type
14.1.3. Market Revenue and Forecast, by Connectivity
14.1.4. Market Revenue and Forecast, by Storage Type
14.1.5. Market Revenue and Forecast, by End-Use Application
14.1.6. Market Revenue and Forecast, by End-User Demographics
14.1.7. Market Revenue and Forecast, by Distribution Channel
14.1.8. U.S.
14.1.8.1. Market Revenue and Forecast, by Component
14.1.8.2. Market Revenue and Forecast, by Console Type
14.1.8.3. Market Revenue and Forecast, by Connectivity
14.1.8.4. Market Revenue and Forecast, by Storage Type
14.1.8.5. Market Revenue and Forecast, by End-Use Application
14.1.8.6. Market Revenue and Forecast, by End-User Demographics
14.1.8.7. Market Revenue and Forecast, by Distribution Channel
14.1.9. Rest of North America
14.1.9.1. Market Revenue and Forecast, by Component
14.1.9.2. Market Revenue and Forecast, by Console Type
14.1.9.3. Market Revenue and Forecast, by Connectivity
14.1.9.4. Market Revenue and Forecast, by Storage Type
14.1.9.5. Market Revenue and Forecast, by End-Use Application
14.1.9.6. Market Revenue and Forecast, by End-User Demographics
14.1.9.7. Market Revenue and Forecast, by Distribution Channel
14.2. Europe
14.2.1. Market Revenue and Forecast, by Component
14.2.2. Market Revenue and Forecast, by Console Type
14.2.3. Market Revenue and Forecast, by Connectivity
14.2.4. Market Revenue and Forecast, by Storage Type
14.2.5. Market Revenue and Forecast, by End-Use Application
14.2.6. Market Revenue and Forecast, by End-User Demographics
14.2.7. Market Revenue and Forecast, by Distribution Channel
14.2.8. UK
14.2.8.1. Market Revenue and Forecast, by Component
14.2.8.2. Market Revenue and Forecast, by Console Type
14.2.8.3. Market Revenue and Forecast, by Connectivity
14.2.8.4. Market Revenue and Forecast, by Storage Type
14.2.8.5. Market Revenue and Forecast, by End-Use Application
14.2.8.6. Market Revenue and Forecast, by End-User Demographics
14.2.8.7. Market Revenue and Forecast, by Distribution Channel
14.2.9. Germany
14.2.9.1. Market Revenue and Forecast, by Component
14.2.9.2. Market Revenue and Forecast, by Console Type
14.2.9.3. Market Revenue and Forecast, by Connectivity
14.2.9.4. Market Revenue and Forecast, by Storage Type
14.2.9.5. Market Revenue and Forecast, by End-Use Application
14.2.9.6. Market Revenue and Forecast, by End-User Demographics
14.2.9.7. Market Revenue and Forecast, by Distribution Channel
14.2.10. France
14.2.10.1. Market Revenue and Forecast, by Component
14.2.10.2. Market Revenue and Forecast, by Console Type
14.2.10.3. Market Revenue and Forecast, by Connectivity
14.2.10.4. Market Revenue and Forecast, by Storage Type
14.2.10.5. Market Revenue and Forecast, by End-Use Application
14.2.10.6. Market Revenue and Forecast, by End-User Demographics
14.2.10.7. Market Revenue and Forecast, by Distribution Channel
14.2.11. Rest of Europe
14.2.11.1. Market Revenue and Forecast, by Component
14.2.11.2. Market Revenue and Forecast, by Console Type
14.2.11.3. Market Revenue and Forecast, by Connectivity
14.2.11.4. Market Revenue and Forecast, by Storage Type
14.2.11.5. Market Revenue and Forecast, by End-Use Application
14.2.11.6. Market Revenue and Forecast, by End-User Demographics
14.2.11.7. Market Revenue and Forecast, by Distribution Channel
14.3. APAC
14.3.1. Market Revenue and Forecast, by Component
14.3.2. Market Revenue and Forecast, by Console Type
14.3.3. Market Revenue and Forecast, by Connectivity
14.3.4. Market Revenue and Forecast, by Storage Type
14.3.5. Market Revenue and Forecast, by End-Use Application
14.3.6. Market Revenue and Forecast, by End-User Demographics
14.3.7. Market Revenue and Forecast, by Distribution Channel
14.3.8. India
14.3.8.1. Market Revenue and Forecast, by Component
14.3.8.2. Market Revenue and Forecast, by Console Type
14.3.8.3. Market Revenue and Forecast, by Connectivity
14.3.8.4. Market Revenue and Forecast, by Storage Type
14.3.8.5. Market Revenue and Forecast, by End-Use Application
14.3.8.6. Market Revenue and Forecast, by End-User Demographics
14.3.8.7. Market Revenue and Forecast, by Distribution Channel
14.3.9. China
14.3.9.1. Market Revenue and Forecast, by Component
14.3.9.2. Market Revenue and Forecast, by Console Type
14.3.9.3. Market Revenue and Forecast, by Connectivity
14.3.9.4. Market Revenue and Forecast, by Storage Type
14.3.9.5. Market Revenue and Forecast, by End-Use Application
14.3.9.6. Market Revenue and Forecast, by End-User Demographics
14.3.9.7. Market Revenue and Forecast, by Distribution Channel
14.3.10. Japan
14.3.10.1. Market Revenue and Forecast, by Component
14.3.10.2. Market Revenue and Forecast, by Console Type
14.3.10.3. Market Revenue and Forecast, by Connectivity
14.3.10.4. Market Revenue and Forecast, by Storage Type
14.3.10.5. Market Revenue and Forecast, by End-Use Application
14.3.10.6. Market Revenue and Forecast, by End-User Demographics
14.3.10.7. Market Revenue and Forecast, by Distribution Channel
14.3.11. Rest of APAC
14.3.11.1. Market Revenue and Forecast, by Component
14.3.11.2. Market Revenue and Forecast, by Console Type
14.3.11.3. Market Revenue and Forecast, by Connectivity
14.3.11.4. Market Revenue and Forecast, by Storage Type
14.3.11.5. Market Revenue and Forecast, by End-Use Application
14.3.11.6. Market Revenue and Forecast, by End-User Demographics
14.3.11.7. Market Revenue and Forecast, by Distribution Channel
14.4. MEA
14.4.1. Market Revenue and Forecast, by Component
14.4.2. Market Revenue and Forecast, by Console Type
14.4.3. Market Revenue and Forecast, by Connectivity
14.4.4. Market Revenue and Forecast, by Storage Type
14.4.5. Market Revenue and Forecast, by End-Use Application
14.4.6. Market Revenue and Forecast, by End-User Demographics
14.4.7. Market Revenue and Forecast, by Distribution Channel
14.4.8. GCC
14.4.8.1. Market Revenue and Forecast, by Component
14.4.8.2. Market Revenue and Forecast, by Console Type
14.4.8.3. Market Revenue and Forecast, by Connectivity
14.4.8.4. Market Revenue and Forecast, by Storage Type
14.4.8.5. Market Revenue and Forecast, by End-Use Application
14.4.8.6. Market Revenue and Forecast, by End-User Demographics
14.4.8.7. Market Revenue and Forecast, by Distribution Channel
14.4.9. North Africa
14.4.9.1. Market Revenue and Forecast, by Component
14.4.9.2. Market Revenue and Forecast, by Console Type
14.4.9.3. Market Revenue and Forecast, by Connectivity
14.4.9.4. Market Revenue and Forecast, by Storage Type
14.4.9.5. Market Revenue and Forecast, by End-Use Application
14.4.9.6. Market Revenue and Forecast, by End-User Demographics
14.4.9.7. Market Revenue and Forecast, by Distribution Channel
14.4.10. South Africa
14.4.10.1. Market Revenue and Forecast, by Component
14.4.10.2. Market Revenue and Forecast, by Console Type
14.4.10.3. Market Revenue and Forecast, by Connectivity
14.4.10.4. Market Revenue and Forecast, by Storage Type
14.4.10.5. Market Revenue and Forecast, by End-Use Application
14.4.10.6. Market Revenue and Forecast, by End-User Demographics
14.4.10.7. Market Revenue and Forecast, by Distribution Channel
14.4.11. Rest of MEA
14.4.11.1. Market Revenue and Forecast, by Component
14.4.11.2. Market Revenue and Forecast, by Console Type
14.4.11.3. Market Revenue and Forecast, by Connectivity
14.4.11.4. Market Revenue and Forecast, by Storage Type
14.4.11.5. Market Revenue and Forecast, by End-Use Application
14.4.11.6. Market Revenue and Forecast, by End-User Demographics
14.4.11.7. Market Revenue and Forecast, by Distribution Channel
14.5. Latin America
14.5.1. Market Revenue and Forecast, by Component
14.5.2. Market Revenue and Forecast, by Console Type
14.5.3. Market Revenue and Forecast, by Connectivity
14.5.4. Market Revenue and Forecast, by Storage Type
14.5.5. Market Revenue and Forecast, by End-Use Application
14.5.6. Market Revenue and Forecast, by End-User Demographics
14.5.7. Market Revenue and Forecast, by Distribution Channel
14.5.8. Brazil
14.5.8.1. Market Revenue and Forecast, by Component
14.5.8.2. Market Revenue and Forecast, by Console Type
14.5.8.3. Market Revenue and Forecast, by Connectivity
14.5.8.4. Market Revenue and Forecast, by Storage Type
14.5.8.5. Market Revenue and Forecast, by End-Use Application
14.5.8.6. Market Revenue and Forecast, by End-User Demographics
14.5.8.7. Market Revenue and Forecast, by Distribution Channel
14.5.9. Rest of LATAM
14.5.9.1. Market Revenue and Forecast, by Component
14.5.9.2. Market Revenue and Forecast, by Console Type
14.5.9.3. Market Revenue and Forecast, by Connectivity
14.5.9.4. Market Revenue and Forecast, by Storage Type
14.5.9.5. Market Revenue and Forecast, by End-Use Application
14.5.9.6. Market Revenue and Forecast, by End-User Demographics
14.5.9.7. Market Revenue and Forecast, by Distribution Channel
15.1. Microsoft Corporation (Xbox Series X/S)
15.1.1. Company Overview
15.1.2. Product Offerings
15.1.3. Financial Performance
15.1.4. Recent Initiatives
15.2. Sony Group Corporation (PlayStation 5)
15.2.1. Company Overview
15.2.2. Product Offerings
15.2.3. Financial Performance
15.2.4. Recent Initiatives
15.3. Nintendo Co., Ltd. (Switch, Switch OLED)
15.3.1. Company Overview
15.3.2. Product Offerings
15.3.3. Financial Performance
15.3.4. Recent Initiatives
15.4. Valve Corporation (Steam Deck)
15.4.1. Company Overview
15.4.2. Product Offerings
15.4.3. Financial Performance
15.4.4. Recent Initiatives
15.5. Nvidia Corporation (Shield TV, Cloud Gaming)
15.5.1. Company Overview
15.5.2. Product Offerings
15.5.3. Financial Performance
15.5.4. Recent Initiatives
15.6. Google LLC (Stadia – cloud services, legacy impact)
15.6.1. Company Overview
15.6.2. Product Offerings
15.6.3. Financial Performance
15.6.4. Recent Initiatives
15.7. Apple Inc. (Apple Arcade + Apple TV ecosystem)
15.7.1. Company Overview
15.7.2. Product Offerings
15.7.3. Financial Performance
15.7.4. Recent Initiatives
15.8. Amazon.com, Inc. (Luna Cloud Gaming)
15.8.1. Company Overview
15.8.2. Product Offerings
15.8.3. Financial Performance
15.8.4. Recent Initiatives
15.9. Sega Corporation
15.9.1. Company Overview
15.9.2. Product Offerings
15.9.3. Financial Performance
15.9.4. Recent Initiatives
15.10. Atari SA
15.10.1. Company Overview
15.10.2. Product Offerings
15.10.3. Financial Performance
15.10.4. Recent Initiatives
16.1. Primary Research
16.2. Secondary Research
16.3. Assumptions
17.1. About Us
17.2. Glossary of Terms
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