Home / Media / 3D Gaming Consoles Market By Component (Controllers, Motors & Drivertrains, Batteries, Li-ion Batteries, SLA Batteries, Others), By Control System (Throttle Control, Pedal Assist), By Age Group (Below 15 Years, Above 15 Years), By Sales Channel (Online, Offline) - Growth, Future Prospects & Competitive Analysis, 2021 – 2029

3D Gaming Consoles Market By Component (Controllers, Motors & Drivertrains, Batteries, Li-ion Batteries, SLA Batteries, Others), By Control System (Throttle Control, Pedal Assist), By Age Group (Below 15 Years, Above 15 Years), By Sales Channel (Online, Offline) - Growth, Future Prospects & Competitive Analysis, 2021 – 2029


"Rapidly Transforming Video Game Industry to Stimulate the Demand for 3D Gaming Console Market"

3D gaming console market set to grow with CAGR of 14.2% during the forecast period from 2022 to 2030. Video game industry has undergone significant transformation in recent years and enhanced gaming experience by multiple times compared to last decade. The gaming industry is at the vanguard of technology and it appears infallible in terms of market value. Global video gaming industry registered market value of US$ 116 Bn in 2020. Further, internet connectivity development presents multi-dimensional growth potential for the video game industry. Efficient internet connectivity is providing platform for gamers to connect at global level and enhance the gaming experience. Manufacturers are considering particular regional market in research and development to cater specific requirements of avid gamers. For instance, Wii Fit by Nintendo originally developed for the Japanese market and pure online gaming consoles were designed for European market considering specific requirements. With rapid development of gaming industry, 3D gaming consoles market expected to witness significant surge in following years.

"Software Segment to Witness Higher Growth Rate in 3D Gaming Console Market"

Software segment expected to experience higher growth rate compare to hardware segment across the world. In-house software development domain, third party contractors or independent developers participate extensively in software development for 3D gaming consoles. In-house developers are owned by publishers and therefore usually have less autonomy, thereby enjoys higher funding security than their counterparts. Consumers’ expectations of high-gloss, graphic intensive games, has seen the higher costs of developing a video game software. Rising costs have forced a shift in this upstream market as independent developers are struggling financially to compete. Further, Garage Games, one of the largest Independent developers stated that lack of access to open platforms or tools in console software development is a considerable obstacle. With developers struggling for financial backing and larger firms recognizing competitive advantages in the sole rights over top developers, this industry experiences high levels of mergers and acquisitions. For instance, Microsoft successfully acquired Rare an In-House Developer from Nintendo; further it purchased Loinshead, a former Third Party Contractor.

"Early Adoption of 3D Technology to Ensure Dominating Position of North America Market"

Presently, North America is the front-runner in the overall 3D gaming console market. North America is the headquarters of Microsoft Corporation, the leading IT Company in the world,  engaged in manufacturing, developing, supporting and licensing of 3D console software products. Additionally, region accounted as the largest retail market in the world for gaming consoles with a sales volume of 12.27 Mn units in 2020, a worldwide market share of 37%. Further Asia Pacific expected to experience higher growth rate across the forecast period. Japan houses two of the big three console manufacturers Sony Interactive Entertainment Inc. and Nintendo Co. Ltd., thereby producing over 85% of the global console business. This equates to a strong upstream and downstream market of gaming industry in Japan. However, in recent years, Japanese market has declined due to the rigorous sales of second-hand products and upcoming markets like China, India and Vietnam may soon replace it as the focal point for Asia Pacific region.

"Improving Gaming Experience with Technology Advancement to Remain Key Strategy for 3D Gaming Console Providers"

The 3D gaming console market is growing steadily from generation to generation with very few numbers of players leading the market. Each console manufacturer have their own established online markets that is accessible using the specific console. Introduction of microchips enabled consoles to run by a single chip, thereby making production of consoles simpler and opening the market opportunities for new market entrants. After 5th and 6th generation of gaming consoles, Sony Interactive Entertainment Inc. and Microsoft Corporation entered the market. In 2020, Sony Interactive Entertainment Inc. ruled the market with capturing over 40% of all console sales. Many of the world's largest firms are not global but regionally based. For instance, Sony Interactive Entertainment Inc. classified as a truly global company; Microsoft Corporation categorized as home-region oriented; and Nintendo, which sells over 50% of both its software and hardware in the USA, categorized as host-region oriented. Key players of global 3D gaming console market include Electronic Arts Inc., Activision Publishing Inc., Kaneva LLC, Avatar Reality Inc., Linden Lab Inc., Oculus VR, Microsoft Corporation, Nintendo Co., Guillemot Corporation S.A. Sony Computer Entertainment, Logitech International S.A., and others.

Historical & Forecast Period

This study report represents analysis of each segment from 2020 to 2030 considering 2021 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2022 to 2030.

The current report comprises of quantitative market estimations for each micro market for every geographical region and qualitative market analysis such as micro and macro environment analysis, market trends, competitive intelligence, segment analysis, porters five force model, top winning strategies, top investment markets, emerging trends and technological analysis, case studies, strategic conclusions and recommendations and other key market insights.

Research Methodology

The complete research study was conducted in three phases, namely: secondary research, primary research, and expert panel review. key data point that enables the estimation of 3D Gaming Consoles market are as follows:

  • Research and development budgets of manufacturers and government spending
  • Revenues of key companies in the market segment
  • Number of end users and consumption volume, price and value.
  • Geographical revenues generate by countries considered in the report
  • Micro and macro environment factors that are currently influencing the 3D Gaming Consoles market and their expected impact during the forecast period.

Market forecast was performed through proprietary software that analyzes various qualitative and quantitative factors. Growth rate and CAGR were estimated through intensive secondary and primary research. Data triangulation across various data points provides accuracy across various analyzed market segments in the report. Application of both top down and bottom-up approach for validation of market estimation assures logical, methodical and mathematical consistency of the quantitative data.

ATTRIBUTE DETAILS
Research Period  2020-2030
Base Year 2021
Forecast Period  2022-2030
Historical Year  2020
Unit  USD Million
Segmentation
Component
  • Hardware
  • Software

Console
  • Home Console
  • Handheld Console
  • Micro Console
  • Dedicated Console

Platform
  • Microsoft Xbox
  • Sony PlayStation
  • Nintendo

Technology
  • Polarized Shutter
  • Virtual & Augmented Reality
  • Xbox IllumiRoom
  • Autostereoscopy
  • Active Shutter Technology
  • Leap Motion Technology
  • Others

 Region Segment (2020–2030; US$ Million)

  • North America
    • U.S.
    • Canada
    • Rest of North America
  • UK and European Union
    • UK
    • Germany
    • Spain
    • Italy
    • France
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East and Africa
    • GCC
    • Africa
    • Rest of Middle East and Africa
Global Impact of Covid-19 Segment (2020-2021; US$ Million )
  • Pre Covid-19 situation
  • Post Covid-19 situation

Key questions answered in this report

  • What are the key micro and macro environmental factors that are impacting the growth of 3D Gaming Consoles market?
  • What are the key investment pockets with respect to product segments and geographies currently and during the forecast period?
  • Estimated forecast and market projections up to 2030.
  • Which segment accounts for the fastest CAGR during the forecast period?
  • Which market segment holds a larger market share and why?
  • Are low and middle-income economies investing in the 3D Gaming Consoles market?
  • Which is the largest regional market for 3D Gaming Consoles market?
  • What are the market trends and dynamics in emerging markets such as Asia Pacific, Latin America, and Middle East & Africa?
  • Which are the key trends driving 3D Gaming Consoles market growth?
  • Who are the key competitors and what are their key strategies to enhance their market presence in the 3D Gaming Consoles market worldwide?
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