Global Gaming Console Market 2012-2016

  • August 2013
  • -
  • Infiniti Research Limited
  • -
  • 58 pages

TechNavio's analysts forecast the Global Gaming Console market to grow at a CAGR of 3.93 percent over the period 2012-2016. One of the key factors contributing to this market growth is the introduction of new and advanced audio visual devices. The Global Gaming Console market has also been witnessing the introduction of multi-utility consoles. However, the shift towards other gaming platform could pose a challenge to the growth of this market.
TechNavio's report, the Global Gaming Console Market 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market in North America, Latin America, and the EMEA and APAC regions; it also covers the Global Gaming Console market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
The key vendors dominating this space include Microsoft Corp., Nintendo Co. Ltd., and Sony Computers Entertainment Inc.
The other vendors mentioned in this report are BlueStacks, Mad Catz, Nvidia Corp., OUYA Inc., PlayJam, and Valve Corp.

Key questions answered in this report:

What will the market size be in 2016 and what will be the growth rate?
What are key market trends?
What is driving this market?
What are the challenges to market growth?
Who are the key vendors in this market space?
What are the market opportunities and threats faced by key vendors?
What are the strengths and weaknesses of each of these key vendors?
You can request one free hour of our analyst’s time when you purchase this market report. Details provided within the report.

Table Of Contents

01. Executive Summary
02. List of Abbreviations
03. Introduction
04. Market Research Methodology
Market Research Process
Research Design
Research Methodology
05. Scope of the Report
Market Overview
Product Offerings
06. Market Landscape
06.1 Market Size and Forecast by Revenue
06.2 Five Forces Analysis
07. Geographical Segmentation
07.1 Gaming Console Market in North America
Country-wise Segmentation
07.2 Gaming Console Market in the EMEA Region
Country-wise Segmentation
07.3 Gaming Console Market in the APAC Region
Country-wise Segmentation
07.4 Gaming Console Market in Latin America
08. Key Leading Countries
USA
Japan
South Korea
09. Vendor Landscape
10. Buying Criteria
11. Market Growth Drivers
12. Drivers and their Impact
13. Market Challenges
14. Impact of Drivers and Challenges
15. Market Trends
16. Key Vendor Analysis
16.1 Microsoft Corp.
Business Overview
Key Information
SWOT Analysis
16.2 Nintendo Co. Ltd.
Business Overview
Key Information
SWOT Analysis
16.3 Sony Computer Entertainment Inc.
Business Overview
Key Information
SWOT Analysis
17. Other Reports in this Series

List of Exhibits

Exhibit 1: An Overview of Types of Video Games
Exhibit 2: Market Research Methodology
Exhibit 3: Global Gaming Console Market 2012-2016 (US$ billion)
Exhibit 4: Global Gaming Console Market by Geographic Segmentation 2012
Exhibit 5: Global Gaming Console Market Segmentation by Geography 2012-2016
Exhibit 6: Global Gaming Console Market Segmentation by Geography 2012-2016 (US$ billion)
Exhibit 7: Gaming Console Market in North Americas 2012-2016 (US$ billion)
Exhibit 8: Leading Countries in the Gaming Console market in North America 2012
Exhibit 9: Gaming Console Market in the EMEA Region 2012-2016 (US$ billion)
Exhibit 10: Leading Countries in the Gaming Console market in EMEA 2012
Exhibit 11: Gaming Console Market in the APAC Region 2012-2016 (US$ billion)
Exhibit 12: Leading Countries in the Gaming Console market in APAC 2012
Exhibit 13: Gaming Console Market in Latin America Region 2012-2016 (US$ billion)
Exhibit 14: Global Gaming Console Market by Vendor Segmentation 2012
Exhibit 15: Microsoft Corp. Operation Segmentation (2012)

Methodology

Research methodology is based on extensive primary and secondary research. Primary research includes in-depth interviews with industry experts, vendors, resellers and customers. Secondary research includes Technavio Platform, industry publications, company reports, news articles, analyst reports, trade associations and the data published by Government agencies.

Companies Mentioned

Microsoft Corp., Nintendo Co. Ltd., Sony Computers Entertainment Inc., BlueStacks, Mad Catz, Nvidia Corp., OUYA Inc., PlayJam, and Valve Corp.

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