Global Home Console Market

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Published Date: 2020-12-21 | Pages: 113 | Category: Electronics and Semiconductor | Report Code: GRMI8636

A home console is a computer device that outputs a video signal or visual image to display a video game that one or more people can play. Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 100 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Home Console market in 2020. COVID-19 can affect the global economy in three main ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on firms and financial markets. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future. This report also analyses the impact of Coronavirus COVID-19 on the Home Console industry. Based on our recent survey, we have several different scenarios about the Home Console YoY growth rate for 2020. The probable scenario is expected to grow by a xx% in 2020 and the revenue will be xx in 2020 from US$ xx million in 2019. The market size of Home Console will reach xx in 2026, with a CAGR of xx% from 2020 to 2026. With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Home Console market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Home Console market in terms of both revenue and volume. Players, stakeholders, and other participants in the global Home Console market will be able to gain the upper hand as they use the report as a powerful resource. For this version of the report, the segmental analysis focuses on sales (volume), revenue and forecast by each application segment in terms of sales and revenue and forecast by each type segment in terms of revenue for the period 2015-2026. Production and Pricing Analyses Readers are provided with deeper production analysis, import and export analysis, and pricing analysis for the global Home Console market. As part of production analysis, the report offers accurate statistics and figures for production capacity, production volume by region, and global production and production by each type segment for the period 2015-2026. In the pricing analysis section of the report, readers are provided with validated statistics and figures for price by manufacturer and price by region for the period 2015-2020 and price by each type segment for the period 2015-2026. The import and export analysis for the global Home Console market has been provided based on region. Regional and Country-level Analysis The report offers an exhaustive geographical analysis of the global Home Console market, covering important regions, viz, North America, Europe, China, Japan and South Korea. It also covers key countries (regions), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc. The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by each application segment in terms of volume for the period 2015-2026. Competition Analysis In the competitive analysis section of the report, leading as well as prominent players of the global Home Console market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on sales by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020. On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Home Console market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Home Console market. The following manufacturers are covered in this report: Mad Catz Microsoft Nintendo Sony Apple/Bandai Logitech OUYA Atari Amstrad/Sky NEC Home Electronics Sega Coleco INTV Corporation Magnavox Home Console Breakdown Data by Type TV Gaming Consoles PC Gaming Consoles Handheld Gaming Consoles Other Home Console Breakdown Data by Application <12 Years Old 12-18 Years Old 19-23 Years Old 24-30 Years Old 31-40 Years Old 41-50 Years Old >50 Years Old

This research study involves broad usage of both secondary and primary data sources. The research process involves the identification of numerous factors which affect the industry, comprising the market environment, government policy, historical data, present trends in the market, competitive landscape, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges.



Market Estimation

Top-down and bottom-up approaches are used for validating the market size for companies, regional segments along with relevant market segmentations such as product type and application.
This report includes market estimations which are based on the marketed sale price of a product. Further breakdown of product segments, particular market share are formed based on the weightage assigned to every segment, which is derived of their usage rate and average price. The entire probable factors which effect the markets and influence them in a great way are included in this research report; and have been accounted for, studied in-depth and are confirmed through primary research. These are then studies to get the final qualitative and quantitative data. Any of the factors such as the outcome of inflation, economic downfall, and any kind of policy and regulatory alterations and/or other such factors are not accounted for in the market forecast. All of this data is amalgamated and included with thorough inputs and analysis from Gravitas Market Insights is curated in this report.



Along with the previously mentioned approaches, various data triangulation methods, in order to conduct market estimations and market forecasting for the complete market segments are detailed in this report. Key Companies present in the said market are also acknowledged via in-depth secondary research and primary research.

1 Study Coverage 1.1 Home Console Product Introduction 1.2 Key Market Segments in This Study 1.3 Key Manufacturers Covered: Ranking of Global Top Home Console Manufacturers by Revenue in 2019 1.4 Market by Type 1.4.1 Global Home Console Market Size Growth Rate by Type 1.4.2 TV Gaming Consoles 1.4.3 PC Gaming Consoles 1.4.4 Handheld Gaming Consoles 1.4.5 Other 1.5 Market by Application 1.5.1 Global Home Console Market Size Growth Rate by Application 1.5.2 <12 Years Old 1.5.3 12-18 Years Old 1.5.4 19-23 Years Old 1.5.5 24-30 Years Old 1.5.6 31-40 Years Old 1.5.7 41-50 Years Old 1.5.8 >50 Years Old 1.6 Coronavirus Disease 2019 (Covid-19): Home Console Industry Impact 1.6.1 How the Covid-19 is Affecting the Home Console Industry 1.6.1.1 Home Console Business Impact Assessment - Covid-19 1.6.1.2 Supply Chain Challenges 1.6.1.3 COVID-19?s Impact On Crude Oil and Refined Products 1.6.2 Market Trends and Home Console Potential Opportunities in the COVID-19 Landscape 1.6.3 Measures / Proposal against Covid-19 1.6.3.1 Government Measures to Combat Covid-19 Impact 1.6.3.2 Proposal for Home Console Players to Combat Covid-19 Impact 1.7 Study Objectives 1.8 Years Considered 2 Executive Summary 2.1 Global Home Console Market Size Estimates and Forecasts 2.1.1 Global Home Console Revenue Estimates and Forecasts 2015-2026 2.1.2 Global Home Console Production Capacity Estimates and Forecasts 2015-2026 2.1.3 Global Home Console Production Estimates and Forecasts 2015-2026 2.2 Global Home Console Market Size by Producing Regions: 2015 VS 2020 VS 2026 2.3 Analysis of Competitive Landscape 2.3.1 Manufacturers Market Concentration Ratio (CR5 and HHI) 2.3.2 Global Home Console Market Share by Company Type (Tier 1, Tier 2 and Tier 3) 2.3.3 Global Home Console Manufacturers Geographical Distribution 2.4 Key Trends for Home Console Markets & Products 2.5 Primary Interviews with Key Home Console Players (Opinion Leaders) 3 Market Size by Manufacturers 3.1 Global Top Home Console Manufacturers by Production Capacity 3.1.1 Global Top Home Console Manufacturers by Production Capacity (2015-2020) 3.1.2 Global Top Home Console Manufacturers by Production (2015-2020) 3.1.3 Global Top Home Console Manufacturers Market Share by Production 3.2 Global Top Home Console Manufacturers by Revenue 3.2.1 Global Top Home Console Manufacturers by Revenue (2015-2020) 3.2.2 Global Top Home Console Manufacturers Market Share by Revenue (2015-2020) 3.2.3 Global Top 10 and Top 5 Companies by Home Console Revenue in 2019 3.3 Global Home Console Price by Manufacturers 3.4 Mergers & Acquisitions, Expansion Plans 4 Home Console Production by Regions 4.1 Global Home Console Historic Market Facts & Figures by Regions 4.1.1 Global Top Home Console Regions by Production (2015-2020) 4.1.2 Global Top Home Console Regions by Revenue (2015-2020) 4.2 North America 4.2.1 North America Home Console Production (2015-2020) 4.2.2 North America Home Console Revenue (2015-2020) 4.2.3 Key Players in North America 4.2.4 North America Home Console Import & Export (2015-2020) 4.3 Europe 4.3.1 Europe Home Console Production (2015-2020) 4.3.2 Europe Home Console Revenue (2015-2020) 4.3.3 Key Players in Europe 4.3.4 Europe Home Console Import & Export (2015-2020) 4.4 China 4.4.1 China Home Console Production (2015-2020) 4.4.2 China Home Console Revenue (2015-2020) 4.4.3 Key Players in China 4.4.4 China Home Console Import & Export (2015-2020) 4.5 Japan 4.5.1 Japan Home Console Production (2015-2020) 4.5.2 Japan Home Console Revenue (2015-2020) 4.5.3 Key Players in Japan 4.5.4 Japan Home Console Import & Export (2015-2020) 4.6 South Korea 4.6.1 South Korea Home Console Production (2015-2020) 4.6.2 South Korea Home Console Revenue (2015-2020) 4.6.3 Key Players in South Korea 4.6.4 South Korea Home Console Import & Export (2015-2020) 5 Home Console Consumption by Region 5.1 Global Top Home Console Regions by Consumption 5.1.1 Global Top Home Console Regions by Consumption (2015-2020) 5.1.2 Global Top Home Console Regions Market Share by Consumption (2015-2020) 5.2 North America 5.2.1 North America Home Console Consumption by Application 5.2.2 North America Home Console Consumption by Countries 5.2.3 U.S. 5.2.4 Canada 5.3 Europe 5.3.1 Europe Home Console Consumption by Application 5.3.2 Europe Home Console Consumption by Countries 5.3.3 Germany 5.3.4 France 5.3.5 U.K. 5.3.6 Italy 5.3.7 Russia 5.4 Asia Pacific 5.4.1 Asia Pacific Home Console Consumption by Application 5.4.2 Asia Pacific Home Console Consumption by Regions 5.4.3 China 5.4.4 Japan 5.4.5 South Korea 5.4.6 India 5.4.7 Australia 5.4.8 Taiwan 5.4.9 Indonesia 5.4.10 Thailand 5.4.11 Malaysia 5.4.12 Philippines 5.4.13 Vietnam 5.5 Central & South America 5.5.1 Central & South America Home Console Consumption by Application 5.5.2 Central & South America Home Console Consumption by Country 5.5.3 Mexico 5.5.3 Brazil 5.5.3 Argentina 5.6 Middle East and Africa 5.6.1 Middle East and Africa Home Console Consumption by Application 5.6.2 Middle East and Africa Home Console Consumption by Countries 5.6.3 Turkey 5.6.4 Saudi Arabia 5.6.5 U.A.E 6 Market Size by Type (2015-2026) 6.1 Global Home Console Market Size by Type (2015-2020) 6.1.1 Global Home Console Production by Type (2015-2020) 6.1.2 Global Home Console Revenue by Type (2015-2020) 6.1.3 Home Console Price by Type (2015-2020) 6.2 Global Home Console Market Forecast by Type (2021-2026) 6.2.1 Global Home Console Production Forecast by Type (2021-2026) 6.2.2 Global Home Console Revenue Forecast by Type (2021-2026) 6.2.3 Global Home Console Price Forecast by Type (2021-2026) 6.3 Global Home Console Market Share by Price Tier (2015-2020): Low-End, Mid-Range and High-End 7 Market Size by Application (2015-2026) 7.2.1 Global Home Console Consumption Historic Breakdown by Application (2015-2020) 7.2.2 Global Home Console Consumption Forecast by Application (2021-2026) 8 Corporate Profiles 8.1 Mad Catz 8.1.1 Mad Catz Corporation Information 8.1.2 Mad Catz Overview and Its Total Revenue 8.1.3 Mad Catz Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.1.4 Mad Catz Product Description 8.1.5 Mad Catz Recent Development 8.2 Microsoft 8.2.1 Microsoft Corporation Information 8.2.2 Microsoft Overview and Its Total Revenue 8.2.3 Microsoft Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.2.4 Microsoft Product Description 8.2.5 Microsoft Recent Development 8.3 Nintendo 8.3.1 Nintendo Corporation Information 8.3.2 Nintendo Overview and Its Total Revenue 8.3.3 Nintendo Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.3.4 Nintendo Product Description 8.3.5 Nintendo Recent Development 8.4 Sony 8.4.1 Sony Corporation Information 8.4.2 Sony Overview and Its Total Revenue 8.4.3 Sony Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.4.4 Sony Product Description 8.4.5 Sony Recent Development 8.5 Apple/Bandai 8.5.1 Apple/Bandai Corporation Information 8.5.2 Apple/Bandai Overview and Its Total Revenue 8.5.3 Apple/Bandai Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.5.4 Apple/Bandai Product Description 8.5.5 Apple/Bandai Recent Development 8.6 Logitech 8.6.1 Logitech Corporation Information 8.6.2 Logitech Overview and Its Total Revenue 8.6.3 Logitech Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.6.4 Logitech Product Description 8.6.5 Logitech Recent Development 8.7 OUYA 8.7.1 OUYA Corporation Information 8.7.2 OUYA Overview and Its Total Revenue 8.7.3 OUYA Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.7.4 OUYA Product Description 8.7.5 OUYA Recent Development 8.8 Atari 8.8.1 Atari Corporation Information 8.8.2 Atari Overview and Its Total Revenue 8.8.3 Atari Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.8.4 Atari Product Description 8.8.5 Atari Recent Development 8.9 Amstrad/Sky 8.9.1 Amstrad/Sky Corporation Information 8.9.2 Amstrad/Sky Overview and Its Total Revenue 8.9.3 Amstrad/Sky Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.9.4 Amstrad/Sky Product Description 8.9.5 Amstrad/Sky Recent Development 8.10 NEC Home Electronics 8.10.1 NEC Home Electronics Corporation Information 8.10.2 NEC Home Electronics Overview and Its Total Revenue 8.10.3 NEC Home Electronics Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.10.4 NEC Home Electronics Product Description 8.10.5 NEC Home Electronics Recent Development 8.11 Sega 8.11.1 Sega Corporation Information 8.11.2 Sega Overview and Its Total Revenue 8.11.3 Sega Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.11.4 Sega Product Description 8.11.5 Sega Recent Development 8.12 Coleco 8.12.1 Coleco Corporation Information 8.12.2 Coleco Overview and Its Total Revenue 8.12.3 Coleco Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.12.4 Coleco Product Description 8.12.5 Coleco Recent Development 8.13 INTV Corporation 8.13.1 INTV Corporation Corporation Information 8.13.2 INTV Corporation Overview and Its Total Revenue 8.13.3 INTV Corporation Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.13.4 INTV Corporation Product Description 8.13.5 INTV Corporation Recent Development 8.14 Magnavox 8.14.1 Magnavox Corporation Information 8.14.2 Magnavox Overview and Its Total Revenue 8.14.3 Magnavox Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020) 8.14.4 Magnavox Product Description 8.14.5 Magnavox Recent Development 9 Production Forecasts by Regions 9.1 Global Top Home Console Regions Forecast by Revenue (2021-2026) 9.2 Global Top Home Console Regions Forecast by Production (2021-2026) 9.3 Key Home Console Production Regions Forecast 9.3.1 North America 9.3.2 Europe 9.3.3 China 9.3.4 Japan 9.3.5 South Korea 10 Home Console Consumption Forecast by Region 10.1 Global Home Console Consumption Forecast by Region (2021-2026) 10.2 North America Home Console Consumption Forecast by Region (2021-2026) 10.3 Europe Home Console Consumption Forecast by Region (2021-2026) 10.4 Asia Pacific Home Console Consumption Forecast by Region (2021-2026) 10.5 Latin America Home Console Consumption Forecast by Region (2021-2026) 10.6 Middle East and Africa Home Console Consumption Forecast by Region (2021-2026) 11 Value Chain and Sales Channels Analysis 11.1 Value Chain Analysis 11.2 Sales Channels Analysis 11.2.1 Home Console Sales Channels 11.2.2 Home Console Distributors 11.3 Home Console Customers 12 Market Opportunities & Challenges, Risks and Influences Factors Analysis 12.1 Market Opportunities and Drivers 12.2 Market Challenges 12.3 Market Risks/Restraints 12.4 Porter's Five Forces Analysis 13 Key Finding in The Global Home Console Study 14 Appendix 14.1 Research Methodology 14.1.1 Methodology/Research Approach 14.1.2 Data Source 14.2 Author Details 14.3 Disclaimer