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 HANDHELD GAME CONSOLE market in this environment.
In terms of revenue, this research report indicated that the global HANDHELD GAME 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 HANDHELD GAME 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 Nintendo aims at producing XX HANDHELD GAME CONSOLE in 2020, with XX % production to take place in global market, PlayStation Vita (Sony) accounts for a volume share of XX %.
Regional Segmentation (Value; Revenue, USD Million, 2015 - 2026) of HANDHELD GAME CONSOLE Market by XYZResearch Include
China
EU
USA
Japan
India
Southeast Asia
South America
Competitive Analysis; Who are the Major Players in HANDHELD GAME CONSOLE Market?
Nintendo
PlayStation Vita (Sony)
Nvidia
Wikipad
Razer Edge
GCW-Zero
LeapFrog
...
Major Type of HANDHELD GAME CONSOLE Covered in XYZResearch report:
3D Screen Type
LCD Screen Type
Application Segments Covered in XYZResearch Market
Children
Adults
Application 3
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Table of Contents
Global HANDHELD GAME 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 3D Screen Type -Product Introduction and Major Manufacturers
1.1.2 LCD Screen Type -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 HANDHELD GAME 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 HANDHELD GAME CONSOLE Market
3.1.1 Top Companies leading HANDHELD GAME CONSOLE Development in China (2015-2020)
3.1.2 Sales Value of Major Company in China Market (2015-2020)
3.1.3 China HANDHELD GAME CONSOLE Price (USD/Unit), by Type (2019-2020)
3.1.4 Sales in China Market, by Type (2015-2026)
3.2 EU HANDHELD GAME CONSOLE Market
3.2.1 Top Companies leading HANDHELD GAME CONSOLE Development in EU (2015-2020)
3.2.2 Sales Value of Major Company in EU Market (2015-2020)
3.2.3 EU HANDHELD GAME CONSOLE Price (USD/Unit), by Type (2019-2020)
3.2.4 Sales in EU Market, by Type (2015-2026)
3.3 USA HANDHELD GAME CONSOLE Market
3.3.1 Top Companies leading HANDHELD GAME CONSOLE Development in USA (2015-2020)
3.3.2 Sales Value of Major Company in USA Market (2015-2020)
3.3.3 USA HANDHELD GAME CONSOLE Price (USD/Unit), by Type (2019-2020)
3.3.4 Sales in USA Market, by Type (2015-2026)
3.4 Japan HANDHELD GAME CONSOLE Market
3.4.1 Top Companies leading HANDHELD GAME CONSOLE Development in Japan (2015-2020)
3.4.2 Sales Value of Major Company in Japan Market (2015-2020)
3.4.3 Japan HANDHELD GAME CONSOLE Price (USD/Unit), by Type (2019-2020)
3.4.4 Sales in Japan Market, by Type (2015-2026)
3.5 India HANDHELD GAME CONSOLE Market
3.5.1 Top Companies leading HANDHELD GAME CONSOLE Development in India (2015-2020)
3.5.2 Sales Value of Major Company in India Market (2015-2020)
3.5.3 India HANDHELD GAME CONSOLE Price (USD/Unit), by Type (2019-2020)
3.5.4 Sales in India Market, by Type (2015-2026)
3.6 Southeast Asia HANDHELD GAME CONSOLE Market
3.6.1 Top Companies leading HANDHELD GAME 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 HANDHELD GAME CONSOLE Price (USD/Unit), by Type (2019-2020)
3.6.4 Sales in Southeast Asia Market, by Type (2015-2026)
3.7 South America HANDHELD GAME CONSOLE Market
3.7.1 Top Companies leading HANDHELD GAME 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 HANDHELD GAME 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 HANDHELD GAME CONSOLE Value Chain Analysis
4.1.1 Upstream
4.1.2 Downstream
4.2 COVID-19 Impact on HANDHELD GAME 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 HANDHELD GAME CONSOLE Sales and Growth Rate (2021-2026)
5.2 Global HANDHELD GAME CONSOLE Sales Value and Growth Rate (2021-2026)
6 HANDHELD GAME CONSOLE Competitive Analysis
6.1 Nintendo
6.1.1 Nintendo Company Profiles
6.1.2 Nintendo Product Introduction
6.1.3 Nintendo HANDHELD GAME CONSOLE Production, Revenue (2015-2020)
6.1.4 SWOT Analysis
6.2 PlayStation Vita (Sony)
6.2.1 PlayStation Vita (Sony) Company Profiles
6.2.2 PlayStation Vita (Sony) Product Introduction
6.2.3 PlayStation Vita (Sony) HANDHELD GAME CONSOLE Production, Revenue (2015-2020)
6.2.4 SWOT Analysis
6.3 Nvidia
6.3.1 Nvidia Company Profiles
6.3.2 Nvidia Product Introduction
6.3.3 Nvidia HANDHELD GAME CONSOLE Production, Revenue (2015-2020)
6.3.4 SWOT Analysis
6.4 Wikipad
6.4.1 Wikipad Company Profiles
6.4.2 Wikipad Product Introduction
6.4.3 Wikipad HANDHELD GAME CONSOLE Production, Revenue (2015-2020)
6.4.4 SWOT Analysis
6.5 Razer Edge
6.5.1 Razer Edge Company Profiles
6.5.2 Razer Edge Product Introduction
6.5.3 Razer Edge HANDHELD GAME CONSOLE Production, Revenue (2015-2020)
6.5.4 SWOT Analysis
6.6 GCW-Zero
6.6.1 GCW-Zero Company Profiles
6.6.2 GCW-Zero Product Introduction
6.6.3 GCW-Zero HANDHELD GAME CONSOLE Production, Revenue (2015-2020)
6.6.4 SWOT Analysis
6.7 LeapFrog
6.7.1 LeapFrog Company Profiles
6.7.2 LeapFrog Product Introduction
6.7.3 LeapFrog HANDHELD GAME CONSOLE Production, Revenue (2015-2020)
6.7.4 SWOT Analysis
7 Conclusion
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