Global Gaming Console Market 2016-2020

SKU ID :TNV-10278215 | Published Date: 20-Jan-2016 | No. of pages: 54
PART 01: Executive summary • Highlights PART 02: Scope of the report • Market overview • Base year • Vendor segmentation • Numerical figures • Top-vendor offerings PART 03: Market research methodology • Research methodology • Economic indicators PART 04: Introduction • Key market highlights PART 05: Market landscape • Market overview Market size and forecast • Five forces analysis PART 06: Market segmentation by type • Global gaming console market segmentation by type • Global TV gaming console market • Global handheld gaming console market PART 07: Geographical segmentation • Segmentation of global gaming console market by region • Gaming console market in EMEA • Gaming console market in the Americas • Gaming console market in APAC PART 08: Key leading countries • Key leading countries PART 09: Market drivers • Innovations in audio-visual devices • Changing lifestyles and demographics of gamers • Technological advances and product innovations • Monetizing the hardware needs of console gaming enthusiasts PART 10: Impact of drivers PART 11: Market challenges • Low popularity of gaming consoles in e-sports • Availability of alternate gaming platforms • High cost of gaming console hardware • Rapid market decline PART 12: Impact of drivers and challenges PART 13: Market trends • Availability of multi-functional gaming consoles • Partnership with streaming websites • Emergence of gamification PART 14: Vendor landscape • Competitive scenario • Other prominent vendors PART 15: Key vendor analysis • Mad Catz Interactive • Microsoft • Nintendo • Sony Computer Entertainment PART 16: Appendix • List of abbreviations PART 17: Explore Technavio LOE Exhibit 01: Product offerings Exhibit 02: Global gaming console market segmentation by top vendors Exhibit 03: Global gaming console market 2015-2020 ($ billions) Exhibit 04: Global unit shipments of gaming consoles 2015-2020 Exhibit 05: Five forces analysis Exhibit 06: Global gaming console market by type 2015 and 2020 ($ billions) Exhibit 07: Global TV gaming console market 2015-2020 ($ billions) Exhibit 08: Global handheld gaming console market 2015-2020 ($ billions) Exhibit 09: Segmentation of global gaming console market by region 2015 Exhibit 10: Segmentation of global gaming console market by region 2020 Exhibit 11: Gaming console market in EMEA 2015-2020 ($ billions) Exhibit 12: Regional segmentation of global TV console gaming enthusiasts 2015 (millions) Exhibit 13: Market share and revenue of key leading countries in EMEA 2015 Exhibit 14: Gaming console market in the Americas 2015-2020 ($ billions) Exhibit 15: Market share and revenue of key leading countries in the Americas 2015 Exhibit 16: Gaming console market in APAC 2015-2020 ($ billions) Exhibit 17: Market share and revenue of key leading countries in APAC 2015 Exhibit 18: Key leading countries in global gaming console market 2015 (%) Exhibit 19: Market share of top 10 countries in the global gaming console market 2014 Exhibit 20: Impact of drivers Exhibit 21: Impact of drivers and challenges Exhibit 22: Mad Catz Interactive: Segmentation of brand by revenue 2015 Exhibit 23: Mad Catz Interactive: Segmentation of revenue by platform 2015 Exhibit 24: Mad Catz Interactive: Segmentation of revenue by product 2015 Exhibit 25: Mad Catz Interactive: Segmentation of revenue by region 2014 Exhibit 26: Microsoft: Segmentation of revenue by business 2014 Exhibit 27: Microsoft: Segmentation of revenue by business 2013 and 2014 ($ billions) Exhibit 28: Microsoft: Segmentation of revenue by region 2014 Exhibit 29: Nintendo: Business segmentation by revenue 2015 Exhibit 30: Nintendo: Business segmentation by revenue 2014 and 2015 ($ billions) Exhibit 31: Nintendo: Segmentation of revenue by region 2015
Mad Catz, Microsoft, Nintendo, Sony, NVIDIA, OUYA, Tommo.
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