Connected Game Console Market Size, Share, and Trends 2025 to 2034

Connected Game Console Market (By Component: Hardware, Software, Services; By Console Type: Home Consoles, Handheld Consoles, Hybrid Consoles; By Connectivity: Wired, wireless; By Storage Type: Physical Media, Digital/Cloud-Based; By End-Use Application: Online Multiplayer Gaming, Cloud Gaming & Streaming, Esports & Competitive Gaming, Media & Entertainment, VR/AR Gaming; By Distribution Channel: Online, Offline; By End-User Demographics: Kids & Teenagers, Young Adult, Adults;) - Global Industry Analysis, Size, Trends, Leading Companies, Regional Outlook, and Forecast 2025 to 2034

Last Updated : 24 Sep 2025  |  Report Code : 6850  |  Category : ICT   |  Format : PDF / PPT / Excel

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

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

Chapter 6. Competitive Landscape

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

Chapter 7. Global Connected Game Console Market, By Component

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

Chapter 8. Global Connected Game Console Market, By Console Type

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

Chapter 9. Global Connected Game Console Market, By Connectivity

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

Chapter 10. Global Connected Game Console Market, By Storage Type

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

Chapter 11. Global Connected Game Console Market, By End-Use Application

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

Chapter 12. Global Connected Game Console Market, By Distribution Channel

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

Chapter 13. Global Connected Game Console Market, By End-User Demographics

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

Chapter 14. Global Connected Game Console Market, Regional Estimates and Trend 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

Chapter 15. Company Profiles

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

Chapter 16. Research Methodology

16.1. Primary Research

16.2. Secondary Research

16.3. Assumptions

Chapter 17. Appendix

17.1. About Us

17.2. Glossary of Terms

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Frequently Asked Questions

The connected game console market size is expected to increase from USD 28.28 billion in 2024 to USD 53.39 billion by 2034.

The connected game console market is expected to grow at a compound annual growth rate (CAGR) of around 6.56% from 2025 to 2034.

The major players in the connected game console market include Microsoft Corporation, Sony Group Corporation, Nintendo Co., Ltd., Valve Corporation, Nvidia Corporation, Google LLC, Apple Inc., Amazon.com, Inc., Sega Corporation, Atari SA, Logitech International S.A., Razer Inc., Meta Platforms, Inc., HTC Corporation, Tencent Holdings Ltd., NetEase, Inc., Ubisoft Entertainment SA, Electronic Arts Inc., Square Enix Holdings Co., Ltd., and Bandai Namco Entertainment Inc.

The driving factors of the connected game console market are the increasing consumer demand, this industry is poised for substantial development.

North America region will lead the global connected game console market during the forecast period 2025 to 2034.

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