Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
1.2.1. Gaming Console Market, by region, 2020-2030 (USD Billion)
1.2.2. Gaming Console Market, by Type, 2020-2030 (USD Billion)
1.2.3. Gaming Console Market, by End-use, 2020-2030 (USD Billion)
1.2.4. Gaming Console Market, by Application, 2020-2030 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Gaming Console Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Industry Evolution
2.2.2. Scope of the Study
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Gaming Console Market Dynamics
3.1. Gaming Console Market Impact Analysis (2020-2030)
3.1.1. Market Drivers
3.1.1.1. Rising demand for wireless and 3d gaming console with 4k resolutions capabilities
3.1.1.2. Increasing investment to aid growth of the market
3.1.1.3. Rising popularity of e-sports
3.1.2. Market Challenges
3.1.2.1. High Cost of Gaming Console
3.1.3. Market Opportunities
3.1.3.1. Lack of skilled professionals and increasing piracy rate
Chapter 4. Global Gaming Console Market: Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Porter’s 5 Force Impact Analysis
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economic
4.3.3. Social
4.3.4. Technological
4.3.5. Environmental
4.3.6. Legal
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. COVID-19 Impact Analysis
4.7. Disruptive Trends
4.8. Industry Expert Perspective
4.9. Analyst Recommendation & Conclusion
Chapter 5. Global Gaming Console Market, by Type
5.1. Market Snapshot
5.2. Global Gaming Console Market by Type, Performance – Potential Analysis
5.3. Global Gaming Console Market Estimates & Forecasts by Type 2020-2030 (USD Billion)
5.4. Gaming Console Market, Sub Segment Analysis
5.4.1. Home Console
5.4.2. Handheld Console
Chapter 6. Global Gaming Console Market, by End-use
6.1. Market Snapshot
6.2. Global Gaming Console Market by End-use, Performance – Potential Analysis
6.3. Global Gaming Console Market Estimates & Forecasts by End-use 2020-2030 (USD Billion)
6.4. Gaming Console Market, Sub Segment Analysis
6.4.1. Residential
6.4.2. Commercial
Chapter 7. Global Gaming Console Market, by Application
7.1. Market Snapshot
7.2. Global Gaming Console Market by Application, Performance – Potential Analysis
7.3. Global Gaming Console Market Estimates & Forecasts by Application 2020-2030 (USD Billion)
7.4. Gaming Console Market, Sub Segment Analysis
7.4.1. Gaming
7.4.2. Non-Gaming
Chapter 8. Global Gaming Console Market, Regional Analysis
8.1. Top Leading Countries
8.2. Top Emerging Countries
8.3. Gaming Console Market, Regional Market Snapshot
8.4. North America Gaming Console Market
8.4.1. U.S. Gaming Console Market
8.4.1.1. Type breakdown estimates & forecasts, 2020-2030
8.4.1.2. End-use breakdown estimates & forecasts, 2020-2030
8.4.1.3. Application breakdown estimates & forecasts, 2020-2030
8.4.2. Canada Gaming Console Market
8.5. Europe Gaming Console Market Snapshot
8.5.1. U.K. Gaming Console Market
8.5.2. Germany Gaming Console Market
8.5.3. France Gaming Console Market
8.5.4. Spain Gaming Console Market
8.5.5. Italy Gaming Console Market
8.5.6. Rest of Europe Gaming Console Market
8.6. Asia-Pacific Gaming Console Market Snapshot
8.6.1. China Gaming Console Market
8.6.2. India Gaming Console Market
8.6.3. Japan Gaming Console Market
8.6.4. Australia Gaming Console Market
8.6.5. South Korea Gaming Console Market
8.6.6. Rest of Asia Pacific Gaming Console Market
8.7. Latin America Gaming Console Market Snapshot
8.7.1. Brazil Gaming Console Market
8.7.2. Mexico Gaming Console Market
8.8. Middle East & Africa Gaming Console Market
8.8.1. Saudi Arabia Gaming Console Market
8.8.2. South Africa Gaming Console Market
8.8.3. Rest of Middle East & Africa Gaming Console Market
Chapter 9. Competitive Intelligence
9.1. Key Company SWOT Analysis
9.1.1. Company 1
9.1.2. Company 2
9.1.3. Company 3
9.2. Top Market Strategies
9.3. Company Profiles
9.3.1. Tencent Games
9.3.1.1. Key Information
9.3.1.2. Overview
9.3.1.3. Financial (Subject to Data Availability)
9.3.1.4. Product Summary
9.3.1.5. Recent Developments
9.3.2. Sony Interactive Entertainment
9.3.3. Microsoft Studios
9.3.4. Activision Blizzard
9.3.5. Nintendo Co., Ltd.
9.3.6. Rockstar Games, Inc.
9.3.7. Ubisoft Entertainment SA
9.3.8. Valve Corporation
9.3.9. Gameloft SE
9.3.10. Capcom Co., Ltd.
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption
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