DUBLIN — (BUSINESS WIRE) — January 29, 2016 — Research and Markets ( http://www.researchandmarkets.com/research/ccccqq/global_gaming) has announced the addition of the "Global Gaming Console Market 2016-2020" report to their offering.
The report forecasts the global gaming console market to grow at a CAGR of 13.13% during the period 2016-2020.
The market is divided into the following segments based on type:
- TV gaming consoles
- Handheld gaming consoles
The availability of multi-functional gaming consoles is a prominent trend in the market. These consoles not only support games, but also enable gamers to watch videos, listen to music, and browse the Internet.
According to the report, one of the primary drivers in this market is innovations in audio-visual devices. The availability of high-end displays and sound systems has enriched the gaming experience for users. Moreover, high-definition (HD) TVs with inbuilt wireless connectivity and high-definition multimedia interface (HDMI) ports that support external hard disks are attracting more gamers.
Further, the report states that the gaming console market is likely to decline during the forecast period, due to increased adoption of alternative gaming platforms such as mobile devices and PCs.
Key questions answered in this report:
- What will the market size be in 2020 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?
Companies Mentioned:
- Mad Catz
- Microsoft
- Nintendo
- Sony
- NVIDIA
- OUYA
- Tommo.
Key Topics Covered:
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Market research methodology
PART 04: Introduction
PART 05: Market landscape
PART 06: Market segmentation by type
PART 07: Geographical segmentation
PART 08: Key leading countries
PART 09: Market drivers
PART 10: Impact of drivers
PART 11: Market challenges
PART 12: Impact of drivers and challenges
PART 13: Market trends
PART 14: Vendor landscape
PART 15: Key vendor analysis
For more information visit http://www.researchandmarkets.com/research/ccccqq/global_gaming
View source version on businesswire.com: http://www.businesswire.com/news/home/20160129005462/en/
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Sector:
Gaming