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3D 게임기 시장 : 성장, 동향, COVID-19의 영향, 예측(2021-2026년)

3D Gaming Consoles Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)

리서치사 Mordor Intelligence Pvt Ltd
발행일 2021년 01월 상품 코드 546852
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3D 게임기 시장 : 성장, 동향, COVID-19의 영향, 예측(2021-2026년) 3D Gaming Consoles Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)
발행일 : 2021년 01월 페이지 정보 : 영문

본 상품은 영문 자료로 한글과 영문목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

3D 게임기(3D Gaming Consoles) 시장은 2021-2026년간 15.15%의 CAGR로 성장할 전망입니다. 게임 애호가의 평균 지출 증가, 구매력 향상 및 전 세계의 개발업체에 의해 채택되고 있는 적극적인 마케팅 전략 등에 의해 3D 게임기 수요가 증가하며, 시장 성장요인이 되고 있습니다.

세계의 3D 게임기 시장에 대해 조사했으며, 시장 성장 및 저해요인, 컴포넌트·콘솔·플랫폼·지역별 시장 분석, 경쟁 구도, 주요 기업 개요 등의 정보를 정리하여 전해드립니다.

목차

제1장 서론

  • 연구 성과
  • 조사의 전제조건
  • 조사 범위

제2장 조사 방법

제3장 개요

제4장 시장 역학

  • 시장 개요
  • 시장 성장 및 저해요인의 서론
  • 시장 성장요인
    • 3D 디바이스의 인기 증대
    • 오토스테레오스코픽(Autostereoscopic) 기술의 개발
  • 시장 성장 저해요인
    • PC와의 치열한 경쟁
    • 높은 게임 개발 비용
  • 업계 밸류체인 분석
  • 업계의 매력 - Porter의 산업 분석
    • 공급업체의 교섭력
    • 바이어/소비자의 교섭력
    • 신규 진출의 위협
    • 대체 제품의 위협
    • 업계내 경쟁

제5장 시장 세분화

  • 컴포넌트별
    • 하드웨어
    • 소프트웨어
  • 콘솔별
    • 홈콘솔
    • 핸드헬드 콘솔
    • 마이크로 콘솔
    • 전용 콘솔
  • 플랫폼별
    • Microsoft : Xbox
    • Sony : PlayStation
    • Nintendo : Wii
    • 기타
  • 지역별
    • 북미
    • 유럽
    • 아시아태평양
    • 기타

제6장 경쟁 구도

  • 기업 개요
    • A4Tech Co. Ltd
    • Activision Publishing Inc.
    • Electronic Art Inc.
    • Guillemot Corporation S.A.(Thrustmaster)
    • Kaneva LLC
    • Logitech Inc.
    • Microsoft Corporation
    • Nintendo Co. Ltd
    • Oculus VR
    • Sony Computer Entertainment

제7장 투자 분석

제8장 시장 기회 및 향후 전망

KSA 19.07.24

The 3D gaming consoles market is expected to register a CAGR of 15.15% over the forecast period (2021-2026). 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.

  • Companies, such as Microsoft and Sony, have been introducing 3D gaming consoles, like Nintendo Switch, as an addition to the existing console options to keep gamers engaged. The addition of augmented reality and virtual reality has also increased the popularity of the software.
  • Companies, such as Microsoft, Nintendo, and Xbox, have been increasing their product portfolio by increasing the number of 3D gaming consoles available. Products, like Xbox one X, PlayStation 4, and NES Classic Edition, have been released to drive the sale of 3D gaming consoles in the market. Current 8th generation consoles utilize cutting-edge technologies, including Blu Ray, motion sensor technology, virtual reality (VR), HD quality video, and online functions.
  • With growing technological innovation in the gaming sector, the 3D gaming console market is expected to drive the market with more gamer switching their experience to 3D gaming instead of 2D gaming.
  • The COVID- 19 pandemic disrupted the supply chain for this indstry but the constant lockdown has risen the demand at the same time. The 3D Gaming Console market is expected to experienced increased revenue in the coming months.

Key Market Trends

Home Consoles to Dominate the 3D Gaming Consoles Market

  • Home consoles primarily dominate the market with various players, such as Sony, Microsoft, and Nintendo dominating the market. Sony has been leading the market with about 70,599 3D gaming consoles sold in North America alone (2019 estimates).
  • Various features, such as online multiplayer gaming, cloud support, deals associated with home consoles have been increasingly popular, which have aided in the growth of their 3D gaming consoles in the market.
  • The release of the various provision of accessories, such as 4K TVs has been advantageous to the growth of home consoles as they provide better gaming experience than other options available. The advent of VR and AR technologies further enrich the gaming experience of home consoles driving their sales.
  • Product developments, updates, and selection choices for various home consoles are higher compared to Handheld, micro-consoles which allows consumers to have a varied number of options to fit the consumer's needs.

Asia-Pacific to be the Fastest Growing Market

  • Asia-Pacific is the most massive revenue-generating economy for the entire gaming industry. Countries, like China, Japan, Australia, and South Korea are the prime gaming hot spots of the world, which are estimated to generate more than 40% of the gaming industry's revenues annually.
  • The region is estimated to have more than 1.5 billion active gamers creating a vast market for 3D gaming consoles in the region.
  • The easy availability of the 3D gaming hardware and software in the region, as most of the prime vendors like Nintendo are based in the region, provides the region with a competitive edge over others.
  • With the increasing penetration of home consoles and PC based gaming, the demand for 3D gaming consoles in the region is expected to grow exponentially in the near future.

Competitive Landscape

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.

  • Sept 2020 - Sony revealed PS5 accessory pricing, including USD 70 DualSense controller. The most important price is that of Sony's new DualSense controller, which will cost USD 69.99 for additional gamepads, which is a USD 10 increase compared to the USD 59.99 MSRP for the DualShock 4.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Buyers/Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Technology Snapshot
  • 4.4 Assessment of COVID-19 Impact on the Industry

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Growing Popularity of 3D Devices
    • 5.1.2 Development of Autostereoscopic Technology
  • 5.2 Market Restraints
    • 5.2.1 Strong Competition form PCs
    • 5.2.2 Higher Game Development Costs

6 MARKET SEGMENTATION

  • 6.1 By Component
    • 6.1.1 Hardware
    • 6.1.2 Software
  • 6.2 By Console
    • 6.2.1 Home Consoles
    • 6.2.2 Handheld Consoles
    • 6.2.3 Micro Consoles
    • 6.2.4 Dedicated Consoles
  • 6.3 By Platform
    • 6.3.1 Microsoft Xbox
    • 6.3.2 Sony PlayStation
    • 6.3.3 Nintendo Wii
    • 6.3.4 Other Platforms
  • 6.4 Geography
    • 6.4.1 North America
      • 6.4.1.1 United States
      • 6.4.1.2 Canada
    • 6.4.2 Europe
      • 6.4.2.1 United Kingdom
      • 6.4.2.2 Germany
      • 6.4.2.3 France
      • 6.4.2.4 Rest of Europe
    • 6.4.3 Asia Pacific
      • 6.4.3.1 China
      • 6.4.3.2 Japan
      • 6.4.3.3 India
      • 6.4.3.4 Rest of Asia Pacific
    • 6.4.4 Rest of the World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles*
    • 7.1.1 A4Tech Co. Ltd
    • 7.1.2 Activision Publishing Inc.
    • 7.1.3 Electronic Art Inc.
    • 7.1.4 Guillemot Corporation SA (Thrustmaster)
    • 7.1.5 Kaneva LLC
    • 7.1.6 Logitech Inc.
    • 7.1.7 Microsoft Corporation
    • 7.1.8 Nintendo Co. Ltd
    • 7.1.9 Oculus VR
    • 7.1.10 Sony Corporation

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET

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