This IDC study forecasts home video game console hardware, software, and related services through 2024. The four major geographic regions considered separately are North America, Western Europe, Asia/Pacific including Japan, and a combined the rest of the world (ROW) region. 7th-, 8th-, 9th-, and 10th-generation consoles are considered, and packaged game discs/cards are broken out from digital game spending and revenue that's derived from gaming network subscription services. Digital-only microconsoles and streaming media players with game stores and support for analog controllers are considered but in much less detail."2020 in many respects feels like the disastrous year that some predicted 2012 would be, but in the context of home console gaming, this year should turn out to be the single biggest year by revenue for TV-based gaming yet. The combination of the COVID-19 pandemic's stay-at-home and social distancing orders/recommendations, the launches of the PlayStation 5 and Xbox Series X and S consoles, and continued strong demand for Switch hardware and games should push total spending on home consoles to new heights in 2020, and we expect this total will rise further in 2021." -- Lewis Ward, IDC's research director of Gaming and AR/VR
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The Global Gaming Peripheral Market size is expected to reach $7.1 billion by 2026, rising at a market growth of 13.1% CAGR during the forecast period. Gaming peripherals are external devices that are specifically designed to play video games on phones, computers, or consoles. There are numerous types of gaming peripheral devices that are...
The Latin America, Middle East and Africa Virtual Production Market would witness market growth of 15.3% CAGR during the forecast period (2020-2026). The implementation of virtual production is increasing in the gaming industry, thereby driving the growth of the market. Aspects like a 3-D environment increased the focus of organizations...
200 pages •
By The Business Research Company
• Mar 2021
Major players in the video conferencing market are Cisco Systems Inc, Polycom, Adobe Systems, Microsoft Corporation, Vidyo Inc, Zoom Video Communication Inc, Logitech International S.A., Panasonic Corporation, ZTE Corporation, and Huawei Technologies Co. Ltd. The global video conferencing market is expected to decline from $7.87 billion...
The global game-based learning market reached a value of US$ 5.8 Billion in 2020. Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning....
Cloud Gaming - Thematic Research
Summary
Cloud gaming will fundamentally change the video games industry over the next 10 years, just as video and audio streaming has reshaped the music, film, and TV industries.The market is at a very early stage, but competition is intensifying, drawing in tech...
140 pages •
By Asia Market Information & Development Company
• Dec 2020
This study focuses on China’s Video Games market trends. In the two past decades, the market has been growing at a fast pace. The dramatic expansions of the manufacturing capabilities and rising consumer consumptions in China have transformed China’s society and economy. China is one of the world’s major producers...
A Gaming chair is designed for video game players. These chairs come with head cushion and lumbar support to provide comfort to the gamer while gaming. A gaming chair is essential for professional and hardcore gamers. These chairs come in a variety of sizes, colors, and range. Gaming chairs are important for gamers who spend an average of...
The Global Gaming Simulator Market size is expected to reach $8.4 billion by 2026, rising at a market growth of 14.6% CAGR during the forecast period. Gaming Simulators let players relish adventurous elements thrillingly and with pleasure because these circumstances are impossible to re-form physically. In the present stressful life, most...
Tech, Media and Telecom (TMT) Predictions 2021 - Thematic Research
Summary
In this report, we identify the top 30 themes that will impact the technology, media, and telecoms (TMT) sector in 2021. For each theme, we offer a series of predictions, identify winners and losers, and point you to further...
The global Interactive Projector market grew at a CAGR of around 16% during 2014-2019. An interactive projector refers to an advanced image output device that can make surfaces, such as whiteboards, projector screens or walls, interactable. It enables the user to control the projection activities through a pen, mechanical...
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