Global Video Game Systems Market, Forecast to 2023
Global Video Game Systems Market, Forecast to 2023
Platform Differentiation, New Marketing Opportunities, and Innovative Technologies Still Abound in a Mature Market
22-Feb-2018
North America
Market Research
Description
Video game systems consist of two sub-categories, consoles and handheld devices. A video game console is a preconfigured, ready-to-play, interactive appliance whose primary purpose when connected to a television is video gaming. Examples include Sony’s PlayStation 4 and Microsoft’s Xbox One. A video game handheld is a self-contained unit with the same purpose, though not requiring a separate television. Examples include Sony’s PlayStation Vita and Nintendo’s Switch, though the latter can also be docked to act as a console. Devices such as smartphones, tablets, or personal computers on which video games can be played are not included in this market definition. Consumers in the video game systems market generally fall under two categories: “core gamers” are enthusiastic adopters of the latest advances in gaming and value high performance and “casual gamers” who enjoy some games and online experiences, but are satisfied with using their current system for its entire useful lifetime and will often be satisfied with free-to-play casual games and mid-core games on their tablets and smartphones.
Research Scope
This market insight covers the following:
• Global market trend analyses, including market drivers and restraints.
• Detailed unit shipment forecasts for the total media streaming devices market.
• A competitive landscape, in terms of major participants and market share analysis.
Geographical Segmentation: The global market has been segmented into North America, Latin America (NALA), Europe, the Middle East, and Africa (EMEA), and Asia-Pacific (APAC).
The base year of this video games systems insight is 2017, with forecasts running up to 2023. The research highlights key trends impacting the global video game systems market and outlines future implications.
Research Highlights
The overall video game systems market continues to be defined by three key vendors – Microsoft, Nintendo, and Sony. Sony’s market share grew consistently over the past several years, driven by the ongoing success of the PlayStation 4 and continued loyalty for the PlayStation 3. Microsoft battles Sony in terms of technological specifications, although trailing significantly in terms of unit sales and total deployment. Absent significant upgrades to their consoles until 2017, the total market dipped in 2015 and 2016. We expect sales to recover in 2017 as new consoles come to market from Microsoft, Nintendo, and Sony, coupled with better online experiences and aggressive price competition. Looking forward, we anticipate an overall declining market with surges in years of new console releases or massively popular new games.
Key Conclusion
Frost & Sullivan expects unit shipments for the video games systems market to decrease from 35.6 million in 2017 to 23.7 million in 2023, at a compound annual growth rate (CAGR) of -6.5 percent over the forecast period. There are indications that growth will decline as products on the market are currently “good enough” for many consumers until newer television technologies become more widespread across the globe, compelling games require hardware upgrades, and/or eSports, gameplay streaming, and virtual reality gaming bring more attention to the market.
Table of Contents
Key Findings
Market Engineering Measurements
Introduction
Introduction (continued)
Global Market Life Cycle Analysis
Research Scope
Market Overview—Regions Covered
Frost & Sullivan Digital Media Value Chain Coverage
Drivers—Impact and Duration
Restraints—Impact and Duration
Market Engineering Measurements
Video Game Systems—Forecasting Methodology
Unit Shipment Forecast
Unit Shipment Discussion
Percent Unit Shipment Forecast by Region
Unit Shipment Forecast by Region
Unit Shipment by Region Discussion
Competitive Analysis—Market Share
Market Share Analysis
Competitive Structure and Tiers of Competition
Competitive Environment
Growth Opportunity 1—eSports/Twitch/YouTube Gaming
Growth Opportunity 2—VR/AR Gaming
Growth Opportunity 3—4K/HDR Television Adoption
Strategic Imperatives for Success and Growth
Conclusion
The Last Word—Predictions
Legal Disclaimer
List of Exhibits
The Frost & Sullivan Story
Value Proposition—Future of Your Company & Career
Global Perspective
Industry Convergence
360º Research Perspective
Implementation Excellence
Our Blue Ocean Strategy
Research Scope
This market insight covers the following:
• Global market trend analyses, including market drivers and restraints.
• Detailed unit shipment forecasts for the total media streaming devices market.
• A competitive landscape, in terms of major participants and market share analysis.
Geographical Segmentation: The global market has been segmented into North America, Latin America (NALA), Europe, the Middle East, and Africa (EMEA), and Asia-Pacific (APAC).
The base year of this video games systems insight is 2017, with forecasts running up to 2023. The research highlights key trends impacting the global video game systems market and outlines future implications.
Research Highlights
<Deliverable Type | Market Research |
---|---|
No Index | No |
Podcast | No |
Author | Robert Cavin |
Industries | Entertainment and Media |
WIP Number | 9AC1-00-31-00-00 |
Is Prebook | No |
GPS Codes | 9523-D1,9705-C1,9849-70,9A3D-D1 |