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1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Market Snapshot
7 Opportunities and Challenges in the Market
8 North America Gaming Console Market Overview
8.1 Key Industry Highlights
8.2 North America Gaming Console Historical Market (2018-2023)
8.3 North America Gaming Console Market Forecast (2024-2032)
9 United States Gaming Console Market Overview
9.1 Key Industry Highlights
9.2 United States Gaming Console Historical Market (2018-2023)
9.3 United States Gaming Console Market Forecast (2024-2032)
10 United States Gaming Console Market by Type
10.1 Home Consoles
10.1.1 Historical Trend (2018-2023)
10.1.2 Forecast Trend (2024-2032)
10.2 Handheld Consoles
10.2.1 Historical Trend (2018-2023)
10.2.2 Forecast Trend (2024-2032)
10.3 Hybrid Consoles
10.3.1 Historical Trend (2018-2023)
10.3.2 Forecast Trend (2024-2032)
10.4 Dedicated Consoles
10.4.1 Historical Trend (2018-2023)
10.4.2 Forecast Trend (2024-2032)
10.5 Others
11 United States Gaming Console Market by Platform
11.1 PlayStation
11.1.1 Historical Trend (2018-2023)
11.1.2 Forecast Trend (2024-2032)
11.2 Xbox
11.2.1 Historical Trend (2018-2023)
11.2.2 Forecast Trend (2024-2032)
11.3 Wii
11.3.1 Historical Trend (2018-2023)
11.3.2 Forecast Trend (2024-2032)
11.4 Others
12 United States Gaming Console Market by End Use
12.1 Personal
12.1.1 Historical Trend (2018-2023)
12.1.2 Forecast Trend (2024-2032)
12.2 Commercial
12.2.1 Historical Trend (2018-2023)
12.2.2 Forecast Trend (2024-2032)
13 United States Gaming Console Market by Distribution Channel
13.1 Online
13.1.1 Historical Trend (2018-2023)
13.1.2 Forecast Trend (2024-2032)
13.2 Offline
13.2.1 Historical Trend (2018-2023)
13.2.2 Forecast Trend (2024-2032)
14 United States Gaming Console Market by Region
14.1 New England
14.1.1 Historical Trend (2018-2023)
14.1.2 Forecast Trend (2024-2032)
14.2 Mideast
14.2.1 Historical Trend (2018-2023)
14.2.2 Forecast Trend (2024-2032)
14.3 Great Lakes
14.3.1 Historical Trend (2018-2023)
14.3.2 Forecast Trend (2024-2032)
14.4 Plains
14.4.1 Historical Trend (2018-2023)
14.4.2 Forecast Trend (2024-2032)
14.5 Southeast
14.5.1 Historical Trend (2018-2023)
14.5.2 Forecast Trend (2024-2032)
14.6 Southwest
14.6.1 Historical Trend (2018-2023)
14.6.2 Forecast Trend (2024-2032)
14.7 Rocky Mountain
14.7.1 Historical Trend (2018-2023)
14.7.2 Forecast Trend (2024-2032)
14.8 Farwest
14.8.1 Historical Trend (2018-2023)
14.8.2 Forecast Trend (2024-2032)
15 Market Dynamics
15.1 SWOT Analysis
15.1.1 Strengths
15.1.2 Weaknesses
15.1.3 Opportunities
15.1.4 Threats
15.2 Porter’s Five Forces Analysis
15.2.1 Supplier’s Power
15.2.2 Buyer’s Power
15.2.3 Threat of New Entrants
15.2.4 Degree of Rivalry
15.2.5 Threat of Substitutes
15.3 Key Indicators for Demand
15.4 Key Indicators for Price
16 Competitive Landscape
16.1 Market Structure
16.2 Company Profiles
16.2.1 Sony Corporation
16.2.1.1 Company Overview
16.2.1.2 Product Portfolio
16.2.1.3 Demographic Reach and Achievements
16.2.1.4 Certifications
16.2.2 Microsoft Corporation
16.2.2.1 Company Overview
16.2.2.2 Product Portfolio
16.2.2.3 Demographic Reach and Achievements
16.2.2.4 Certifications
16.2.3 Nintendo Co., Ltd.
16.2.3.1 Company Overview
16.2.3.2 Product Portfolio
16.2.3.3 Demographic Reach and Achievements
16.2.3.4 Certifications
16.2.4 Logitech International SA
16.2.4.1 Company Overview
16.2.4.2 Product Portfolio
16.2.4.3 Demographic Reach and Achievements
16.2.4.4 Certifications
16.2.5 Atari Inc.
16.2.5.1 Company Overview
16.2.5.2 Product Portfolio
16.2.5.3 Demographic Reach and Achievements
16.2.5.4 Certifications
16.2.6 Meta Platforms Technologies, Inc.
16.2.6.1 Company Overview
16.2.6.2 Product Portfolio
16.2.6.3 Demographic Reach and Achievements
16.2.6.4 Certifications
16.2.7 Samsung Electronics Co. Ltd.
16.2.7.1 Company Overview
16.2.7.2 Product Portfolio
16.2.7.3 Demographic Reach and Achievements
16.2.7.4 Certifications
16.2.8 Valve Corporation
16.2.8.1 Company Overview
16.2.8.2 Product Portfolio
16.2.8.3 Demographic Reach and Achievements
16.2.8.4 Certifications
16.2.9 HTC Corporation
16.2.9.1 Company Overview
16.2.9.2 Product Portfolio
16.2.9.3 Demographic Reach and Achievements
16.2.9.4 Certifications
16.2.10 ASUSTEK Computer Inc.
16.2.10.1 Company Overview
16.2.10.2 Product Portfolio
16.2.10.3 Demographic Reach and Achievements
16.2.10.4 Certifications
16.2.11 Others
17 Key Trends and Developments in the Market
List of Key Figures and Tables
1. North America Gaming Console Market: Key Industry Highlights, 2018 and 2032
2. United States Gaming Console Market: Key Industry Highlights, 2018 and 2032
3. United States Gaming Console Historical Market: Breakup by Type (USD Billion), 2018-2023
4. United States Gaming Console Market Forecast: Breakup by Type (USD Billion), 2024-2032
5. United States Gaming Console Historical Market: Breakup by Platform (USD Billion), 2018-2023
6. United States Gaming Console Market Forecast: Breakup by Platform (USD Billion), 2024-2032
7. United States Gaming Console Historical Market: Breakup by End Use (USD Billion), 2018-2023
8. United States Gaming Console Market Forecast: Breakup by End Use (USD Billion), 2024-2032
9. United States Gaming Console Historical Market: Breakup by Distribution Channel (USD Billion), 2018-2023
10. United States Gaming Console Market Forecast: Breakup by Distribution Channel (USD Billion), 2024-2032
11. United States Gaming Console Historical Market: Breakup by Region (USD Billion), 2018-2023
12. United States Gaming Console Market Forecast: Breakup by Region (USD Billion), 2024-2032
13. United States Gaming Console Market Structure
In 2023, the market reached an approximate value of USD 13.04 billion.
The market is estimated to grow at a CAGR of 3.70% between 2024 and 2032.
The market is estimated to witness a healthy growth during 2024-2032 to reach around USD 18.09 billion by 2032.
The market is being driven due to rise of e-sports, the rising diversity of consumer demographics, and the trend of cross-platform play.
The key trends aiding the market include the integration of AI and machine learning into games and consoles and popularity of platforms such as Xbox Cloud Gaming (xCloud) and PlayStation Now.
Regions considered in the market are New England, Mideast, Great Lakes, Plains, Southeast, Southwest, Rocky Mountain, and Farwest.
Based on platform, market segmentations include PlayStation, Xbox, and Wii, among others.
Various end uses are personal and commercial.
The major players in the market are Sony Corporation, Microsoft Corporation, Nintendo Co., Ltd., Logitech International SA, Atari Inc., Meta Platforms Technologies, Inc., Samsung Electronics Co. Ltd., Valve Corporation, HTC Corporation, and ASUSTEK Computer Inc., among others.
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