Summary
As the world continues to deal with COVID-19, economies are moving into recession, under multiple adverse factors, the GDP of European and American countries in the second quarter suffered a historical contraction. At an annualized rate, the US GDP fell by 32.9% month on month, while the overall GDP of the euro zone fell by 12.1%.
Moreover, the economic prospects of Europe and the United States in the third quarter under the epidemic situation are hardly optimistic. The resumption of work and production not only brought economic data back, but also triggered a rebound in the epidemic situation. At present, the United States is still the 'epicenter' of the global epidemic. The total number of confirmed cases has exceeded 4.8 million, and the epidemic situation in some European countries has also rebounded. Affected by this, more than 20 states in the United States have announced the suspension or withdrawal of part of the economic restart plan. Britain and Italy have also decided to extend the state of emergency. The rebound of the epidemic situation has posed considerable risks to the economic prospects of Europe and the United States.
In the second quarter of this year, US GDP shrank by 9.5% on a month on month basis, or 32.9% at an annual rate, the largest decline since the 1940s. Data show that the sharp decline in personal consumption is the main drag on the U.S. GDP growth in the second quarter.
Compared with the United States, Europe's economic contraction in the second quarter was smaller, but it was also the lowest on record, with Germany and France contracting more than 10%. According to the data released by the Federal Bureau of statistics, Germany's GDP fell by 10.1% in the second quarter after adjusting for prices, seasons and working days, the largest decline since the quarterly economic data were available in 1970.
Thanks to the effective control and policy support of the new epidemic, China's economy rebounded sharply in the second quarter. The growth rate of manufacturing industry, which accounted for about 28% of GDP, rebounded sharply to 4.4% from the negative value in the first quarter. Chinese original equipment manufacturers (OEMs) and suppliers are ramping up production. And there are increased investments in digital footprints in manufacturing. OEMs in other parts of the world are offering incentives to drive sales. XYZResearch published a report for global GAMING CONSOLE market in this environment.
In terms of revenue, 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. Correspondingly, the forecast analysis of GAMING CONSOLE industry comprises of China, USA, Japan, India, Korea and South America, with the production and revenue data in each of the sub-segments.
The Activision Publishing aims at producing XX GAMING CONSOLE in 2020, with XX % production to take place in global market, Kaneva accounts for a volume share of XX %.
Regional Segmentation (Value; Revenue, USD Million, 2015 - 2026) of GAMING CONSOLE Market by XYZResearch Include
China
EU
USA
Japan
India
Southeast Asia
South America
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
Application 3
For any other requirements, please feel free to contact us and we will provide you customized report.
Table of Contents
Global GAMING CONSOLE Market Analysis 2020, With Top Companies, Production, Revenue, Consumption, Price and Growth Rate
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 Global GAMING CONSOLE Market Assessment, by Segmentation
2.1 Type Breakdown Estimates & Forecast, Sales Volume (2015-2026)
2.2 Type Breakdown Estimates & Forecast, Sales Value (2015-2026)
2.3 Application Breakdown Estimates & Forecast, by Application (2015-2026)
3 Regional Market Analysis
3.1 China GAMING CONSOLE Market
3.1.1 Top Companies leading GAMING CONSOLE Development in China (2015-2020)
3.1.2 Sales Value of Major Company in China Market (2015-2020)
3.1.3 China GAMING CONSOLE Price (USD/Unit), by Type (2019-2020)
3.1.4 Sales in China Market, by Type (2015-2026)
3.2 EU GAMING CONSOLE Market
3.2.1 Top Companies leading GAMING CONSOLE Development in EU (2015-2020)
3.2.2 Sales Value of Major Company in EU Market (2015-2020)
3.2.3 EU GAMING CONSOLE Price (USD/Unit), by Type (2019-2020)
3.2.4 Sales in EU Market, by Type (2015-2026)
3.3 USA GAMING CONSOLE Market
3.3.1 Top Companies leading GAMING CONSOLE Development in USA (2015-2020)
3.3.2 Sales Value of Major Company in USA Market (2015-2020)
3.3.3 USA GAMING CONSOLE Price (USD/Unit), by Type (2019-2020)
3.3.4 Sales in USA Market, by Type (2015-2026)
3.4 Japan GAMING CONSOLE Market
3.4.1 Top Companies leading GAMING CONSOLE Development in Japan (2015-2020)
3.4.2 Sales Value of Major Company in Japan Market (2015-2020)
3.4.3 Japan GAMING CONSOLE Price (USD/Unit), by Type (2019-2020)
3.4.4 Sales in Japan Market, by Type (2015-2026)
3.5 India GAMING CONSOLE Market
3.5.1 Top Companies leading GAMING CONSOLE Development in India (2015-2020)
3.5.2 Sales Value of Major Company in India Market (2015-2020)
3.5.3 India GAMING CONSOLE Price (USD/Unit), by Type (2019-2020)
3.5.4 Sales in India Market, by Type (2015-2026)
3.6 Southeast Asia GAMING CONSOLE Market
3.6.1 Top Companies leading GAMING CONSOLE Development in Southeast Asia (2015-2020)
3.6.2 Sales Value of Major Company in Southeast Asia Market (2015-2020)
3.6.3 Southeast Asia GAMING CONSOLE Price (USD/Unit), by Type (2019-2020)
3.6.4 Sales in Southeast Asia Market, by Type (2015-2026)
3.7 South America GAMING CONSOLE Market
3.7.1 Top Companies leading GAMING CONSOLE Development in South America (2015-2020)
3.7.2 Sales Value of Major Company in South America Market (2015-2020)
3.7.3 South America GAMING CONSOLE Price (USD/Unit), by Type (2019-2020)
3.7.4 Sales in South America Market, by Type (2015-2026)
4 Value Chain (Impact of COVID-19)
4.1 GAMING CONSOLE Value Chain Analysis
4.1.1 Upstream
4.1.2 Downstream
4.2 COVID-19 Impact on GAMING CONSOLE Industry
4.2.1 Industrial Policy Issued Under the Epidemic Situation
4.3 Cost-Under the Epidemic Situation
4.3.1 Cost of Raw Material
4.4 Channel Analysis
4.4.1 Distribution Channel-Under the Epidemic Situation
4.4.2 Distributors
5 Regional Market Forecast (2021-2026)
5.1 Global GAMING CONSOLE Sales and Growth Rate (2021-2026)
5.2 Global GAMING CONSOLE Sales Value and Growth Rate (2021-2026)
6 GAMING CONSOLE Competitive Analysis
6.1 Activision Publishing
6.1.1 Activision Publishing Company Profiles
6.1.2 Activision Publishing Product Introduction
6.1.3 Activision Publishing GAMING CONSOLE Production, Revenue (2015-2020)
6.1.4 SWOT Analysis
6.2 Kaneva
6.2.1 Kaneva Company Profiles
6.2.2 Kaneva Product Introduction
6.2.3 Kaneva GAMING CONSOLE Production, Revenue (2015-2020)
6.2.4 SWOT Analysis
6.3 Mad Catz
6.3.1 Mad Catz Company Profiles
6.3.2 Mad Catz Product Introduction
6.3.3 Mad Catz GAMING CONSOLE Production, Revenue (2015-2020)
6.3.4 SWOT Analysis
6.4 Avatar Reality
6.4.1 Avatar Reality Company Profiles
6.4.2 Avatar Reality Product Introduction
6.4.3 Avatar Reality GAMING CONSOLE Production, Revenue (2015-2020)
6.4.4 SWOT Analysis
6.5 OUYA
6.5.1 OUYA Company Profiles
6.5.2 OUYA Product Introduction
6.5.3 OUYA GAMING CONSOLE Production, Revenue (2015-2020)
6.5.4 SWOT Analysis
6.6 Tommo
6.6.1 Tommo Company Profiles
6.6.2 Tommo Product Introduction
6.6.3 Tommo GAMING CONSOLE Production, Revenue (2015-2020)
6.6.4 SWOT Analysis
6.7 Sony
6.7.1 Sony Company Profiles
6.7.2 Sony Product Introduction
6.7.3 Sony GAMING CONSOLE Production, Revenue (2015-2020)
6.7.4 SWOT Analysis
6.8 Microsoft Corporation
6.8.1 Microsoft Corporation Company Profiles
6.8.2 Microsoft Corporation Product Introduction
6.8.3 Microsoft Corporation GAMING CONSOLE Production, Revenue (2015-2020)
6.8.4 SWOT Analysis
6.9 SEGA of America, Inc
6.9.1 SEGA of America, Inc Company Profiles
6.9.2 SEGA of America, Inc Product Introduction
6.9.3 SEGA of America, Inc GAMING CONSOLE Production, Revenue (2015-2020)
6.9.4 SWOT Analysis
6.10 Atari, Inc.
6.10.1 Atari, Inc. Company Profiles
6.10.2 Atari, Inc. Product Introduction
6.10.3 Atari, Inc. GAMING CONSOLE Production, Revenue (2015-2020)
6.10.4 SWOT Analysis
6.11 NVIDIA Corporation
6.12 Electronic Arts
6.13 Sony Corporation
6.14 Hyperkin, Inc.
6.15 Nintendo
6.16 Logitech
7 Conclusion
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