Summary
World trade was already slowing in 2019 before COVID 19 outbreak, weighed down by trade tensions and slowing economic growth, such as uncertainty generated from Brexit, the U.S.-China trade war, the Japan-South Korea trade war.
Trade is expected to fall by between 13% and 32% in 2020 as the COVID 19 pandemic disrupts normal economic activity and life around the world, according to the study of WTO.The decline in exports has been mainly due to the ongoing global slowdown, which got aggravated due to the current Covid-19 crisis. The latter resulted in large scale disruptions in supply chains and demand resulting in cancellation of orders.
XYZResearch's analysis shows that as China started reopening its economy, world exports initially recovered across the board. But estimates of the expected recovery in 2021 are uncertain, with outcomes depending largely on the duration of the outbreak and the effectiveness of the policy responses.
This research report indicated that the global GAMING CONSOLE market was valued at USD XXX million in 2019, and it is expected to reach a value of USD XXX million by 2026, at a CAGR of XX % over the forecast period 2021-2026. In terms of the export, China occupied more than XX % export market share in 2019, India occupied XX %. XXX is the second largest region around the world, it occupied about XX % export market share in 2019. In terms of the Local Capacity, XXX is the largest region around the world, it occupied about XX % export market share in 2019.
Regional Segmentation (Value; Revenue, USD Million, 2015 - 2026) of GAMING CONSOLE Market by XYZResearch Include
China
EU
North America
Japan
India
Southeast Asia
South America
Middle East and Africa
Competitive Analysis; Who are the Major Players in GAMING CONSOLE Market?
Activision Publishing
Kaneva
Mad Catz
Avatar Reality
OUYA
Tommo
Sony
Microsoft Corporation
SEGA of America, Inc
Atari, Inc.
NVIDIA Corporation
Electronic Arts
Sony Corporation
Hyperkin, Inc.
Nintendo
Logitech
...
Major Type of GAMING CONSOLE Covered in XYZResearch report:
TV Gaming Consoles
PC Gaming Consoles
Handheld Gaming Consoles
Others
Application Segments Covered in XYZResearch Market
Individual Use
Commercial Use
For any other requirements, please feel free to contact us and we will provide you customized report.
Table of Contents
Global GAMING CONSOLE Market 2015-2026, With Breakdown Data of Capacity, Sales, Production, Export, Import, Revenue, Price, Cost and Gross Margin
1 Market Scope
1.1 Product Details and Introduction
1.1.1 TV Gaming Consoles -Product Introduction and Major Manufacturers
1.1.2 PC Gaming Consoles -Product Introduction and Major Manufacturers
1.1.3 Handheld Gaming Consoles -Product Introduction and Major Manufacturers
1.1.4 Others -Product Introduction and Major Manufacturers
1.2 Market Snapshot
1.2.1 Major Companies Overview
1.2.2 Market Concentration
1.2.3 Six-Year Compound Annual Growth Rate (CAGR)
2 Regional Market Analysis
2.1 China GAMING CONSOLE Status and Prospect (2015-2026)
2.1.1 China GAMING CONSOLE Market Size and Growth Rate (2015-2026)
2.1.2 China GAMING CONSOLE Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.2 EU GAMING CONSOLE Status and Prospect (2015-2026)
2.2.1 EU GAMING CONSOLE Market Size and Growth Rate (2015-2026)
2.2.2 EU GAMING CONSOLE Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.3 USA GAMING CONSOLE Status and Prospect (2015-2026)
2.3.1 USA GAMING CONSOLE Market Size and Growth Rate (2015-2026)
2.3.2 USA GAMING CONSOLE Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.4 Japan GAMING CONSOLE Status and Prospect (2015-2026)
2.4.1 Japan GAMING CONSOLE Market Size and Growth Rate (2015-2026)
2.4.2 Japan GAMING CONSOLE Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.5 India GAMING CONSOLE Status and Prospect (2015-2026)
2.5.1 India GAMING CONSOLE Market Size and Growth Rate (2015-2026)
2.5.2 India GAMING CONSOLE Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.6 Southeast Asia GAMING CONSOLE Status and Prospect (2015-2026)
2.6.1 Southeast Asia GAMING CONSOLE Market Size and Growth Rate (2015-2026)
2.6.2 Southeast Asia GAMING CONSOLE Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.7 South America GAMING CONSOLE Status and Prospect (2015-2026)
2.7.1 South America GAMING CONSOLE Market Size and Growth Rate (2015-2026)
2.7.2 South America GAMING CONSOLE Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
2.8 GAMING CONSOLE Status and Prospect (2015-2026)
2.8.1 GAMING CONSOLE Market Size and Growth Rate (2015-2026)
2.8.2 GAMING CONSOLE Local Capacity, Import, Export, Local Consumption Analysis (2015-2020)
3 Global GAMING CONSOLE Market Assessment by Segment
3.1 Global GAMING CONSOLE Capacity and Growth Rate
3.2 Global GAMING CONSOLE Sales by Type
3.3 Global GAMING CONSOLE Sales Revenue by Type
3.4 Global GAMING CONSOLE Consumption by Application
4 Global GAMING CONSOLE Market Assessment by Regions
4.1 Global GAMING CONSOLE Production Analysis and Forecast by Regions (2015-2026)
4.2 Global GAMING CONSOLE Sales Analysis and Forecast by Regions (2015-2026)
4.3 Global GAMING CONSOLE Sales Revenue Analysis and Forecast by Regions (2015-2026)
5 Value Chain (Impact of COVID-19)
5.1 GAMING CONSOLE Value Chain Analysis
5.1.1 Upstream
5.1.2 Downstream
5.2 COVID-19 Impact on GAMING CONSOLE Industry
5.2.1 Industrial Policy Issued Under the Epidemic Situation
5.3 Cost-Under the Epidemic Situation
5.3.1 Cost of Raw Material
5.4 Channel Analysis
5.4.1 Distribution Channel-Under the Epidemic Situation
5.4.2 Distributors
6 Competitive Landscape
6.1 Global GAMING CONSOLE Capacity Market Share of Manufacturers (2019-2020)
6.2 Global GAMING CONSOLE Sales Market Share of Manufacturers (2019-2020)
6.3 Global GAMING CONSOLE Sales Revenue Market Share of Manufacturers (2019-2020)
7 GAMING CONSOLE Competitive Analysis
7.1 Activision Publishing
7.1.1 Activision Publishing Company Profiles
7.1.2 Activision Publishing Product Introduction
7.1.3 Activision Publishing GAMING CONSOLE Production, Revenue (2015-2020)
7.1.4 SWOT Analysis
7.2 Kaneva
7.2.1 Kaneva Company Profiles
7.2.2 Kaneva Product Introduction
7.2.3 Kaneva GAMING CONSOLE Production, Revenue (2015-2020)
7.2.4 SWOT Analysis
7.3 Mad Catz
7.3.1 Mad Catz Company Profiles
7.3.2 Mad Catz Product Introduction
7.3.3 Mad Catz GAMING CONSOLE Production, Revenue (2015-2020)
7.3.4 SWOT Analysis
7.4 Avatar Reality
7.4.1 Avatar Reality Company Profiles
7.4.2 Avatar Reality Product Introduction
7.4.3 Avatar Reality GAMING CONSOLE Production, Revenue (2015-2020)
7.4.4 SWOT Analysis
7.5 OUYA
7.5.1 OUYA Company Profiles
7.5.2 OUYA Product Introduction
7.5.3 OUYA GAMING CONSOLE Production, Revenue (2015-2020)
7.5.4 SWOT Analysis
7.6 Tommo
7.6.1 Tommo Company Profiles
7.6.2 Tommo Product Introduction
7.6.3 Tommo GAMING CONSOLE Production, Revenue (2015-2020)
7.6.4 SWOT Analysis
7.7 Sony
7.7.1 Sony Company Profiles
7.7.2 Sony Product Introduction
7.7.3 Sony GAMING CONSOLE Production, Revenue (2015-2020)
7.7.4 SWOT Analysis
7.8 Microsoft Corporation
7.8.1 Microsoft Corporation Company Profiles
7.8.2 Microsoft Corporation Product Introduction
7.8.3 Microsoft Corporation GAMING CONSOLE Production, Revenue (2015-2020)
7.8.4 SWOT Analysis
7.9 SEGA of America, Inc
7.9.1 SEGA of America, Inc Company Profiles
7.9.2 SEGA of America, Inc Product Introduction
7.9.3 SEGA of America, Inc GAMING CONSOLE Production, Revenue (2015-2020)
7.9.4 SWOT Analysis
7.10 Atari, Inc.
7.10.1 Atari, Inc. Company Profiles
7.10.2 Atari, Inc. Product Introduction
7.10.3 Atari, Inc. GAMING CONSOLE Production, Revenue (2015-2020)
7.10.4 SWOT Analysis
7.11 NVIDIA Corporation
7.12 Electronic Arts
7.13 Sony Corporation
7.14 Hyperkin, Inc.
7.15 Nintendo
7.16 Logitech
8 Conclusion
Price : US$ 3500 |
Date : Nov 2024 |
Category : Services |
Pages : 129 |
Price : US$ 3500 |
Date : Oct 2024 |
Category : Services |
Pages : 121 |
Price : US$ 3500 |
Date : Sep 2024 |
Category : Telecom and IT |
Pages : 121 |