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The 3D Gaming Consoles Market is segmented by Component (Hardware, Software), Console (Home Consoles, Hand Held Consoles, Micro Consoles, Dedicated Consoles), Platform (Microsoft Xbox, Sony PlayStation, Nintendo Wii), and Geography.
Fastest Growing Market:
The 3D gaming consoles market is expected to register a CAGR of 15.15% over the forecast period of (2020 - 2025). Rise in the average spending by gamers, increasing purchasing power, and aggressive marketing strategies adopted by developers across the world are driving the demand for 3D gaming consoles.
3D gaming consoles are video games consoles, which can support stereoscopic gameplays on integrated displays. The stereoscopic images improve the experience of the gameplay and provide realism to it by creating the illusion of depth, and providing accurate structural localization, and offer a better feeling of surface materials in the gaming environment. Different consoles can be used for 3D gaming along with different platform.
|Hand Held Consoles|
|Rest of the World|
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The 3D gaming consoles market is consolidated with the major player having maximum market share. Some of the key players include Electronic Art Inc., Microsoft Corporation, Nintendo Co. Ltd, Sony Computer Entertainment, Guillemot Corporation SA (Thrustmaster), A4Tech Co. Ltd, Activision Publishing Inc., Logitech Inc., Oculus VR, among others.
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study
2. RESEARCH METHODOLOGY
3. EXECUTIVE SUMMARY
4. MARKET DYNAMICS
4.1 Market Overview
4.2 Introduction to Market Drivers and Restraints
4.3 Market Drivers
4.3.1 Growing Popularity of 3D Devices
4.3.2 Development of Autostereoscopic Technology
4.4 Market Restraints
4.4.1 Strong Competition form PCs
4.4.2 Higher Game Development Costs
4.5 Industry Value Chain Analysis
4.6 Industry Attractiveness - Porter's Five Forces Analysis
4.6.1 Bargaining Power of Suppliers
4.6.2 Bargaining Power of Buyers/Consumers
4.6.3 Threat of New Entrants
4.6.4 Threat of Substitute Products
4.6.5 Intensity of Competitive Rivalry
5. MARKET SEGMENTATION
5.1 By Component
5.2 By Console
5.2.1 Home Consoles
5.2.2 Hand Held Consoles
5.2.3 Micro Consoles
5.2.4 Dedicated Consoles
5.3 By Platform
5.3.1 Microsoft Xbox
5.3.2 Sony PlayStation
5.3.3 Nintendo Wii
5.3.4 Other Platforms
5.4.1 North America
188.8.131.52 United States
184.108.40.206 United Kingdom
220.127.116.11 Rest of Europe
18.104.22.168 Rest of Asia-Pacific
5.4.4 Rest of the World
6. COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 A4Tech Co. Ltd
6.1.2 Activision Publishing Inc.
6.1.3 Electronic Art Inc.
6.1.4 Guillemot Corporation SA (Thrustmaster)
6.1.5 Kaneva LLC
6.1.6 Logitech Inc.
6.1.7 Microsoft Corporation
6.1.8 Nintendo Co. Ltd
6.1.9 Oculus VR
6.1.10 Sony Computer Entertainment
7. INVESTMENT ANALYSIS
8. MARKET OPPORTUNITIES AND FUTURE TRENDS