Global 3D Gaming Console Market Size, Trends & Analysis - Forecasts to 2026 By Component (Hardware, Software), By Technology (Virtual & Augmented Reality, Active Shutter Technology, Project Holodeck, KINECT Motion Gaming, Leap Motion, Others), By Application (Healthcare, Gaming, Mobile), By Platform (Microsoft Xbox, Sony PlayStation, Nintendo Wii, Other Platforms), By Console (Home Consoles, Handheld Consoles, Micro Consoles, Dedicates Consoles), By Region (North America, Asia Pacific, CSA, Europe, and the Middle East and Africa), Competitive Landscape Company Market Share Analysis, and Competitor Analysis
The global 3D gaming console market is projected to grow from USD 9.8 billion in 2021 to USD 23.5 billion by 2026 at a CAGR of 14.1% from 2021 to 2026.
3D gaming consoles are updated versions of conventional gaming consoles that have been merged with the newest technologies and can enable three-dimensional gaming experiences with the help of virtual reality delivering depth in imaging. This integration improves the viewing experience and enhances a sense of reality while gaming.
The market for game consoles will grow rapidly owing to factors such as technological proliferation, implementation of effective marketing methods used by gaming developers, and rising purchasing power across the globe.
3D video game consoles offer stereoscopic graphics gameplay on a high-resolution integrated display. Also, 3D gaming offers features such as exact 3D localization, which improves the user experience and adds realism to the gameplay. Hence, the rising demand for gaming consoles based on 3D architecture and the increasing launch of indie game studios are major drivers for supporting the growth of the market during the forecast period. Indie game studios have a high ROI as they have better and modern gaming technologies, allowing them to work freely without the financial support of video game publishers.
Furthermore, increasing global investments in video games, rising launch of multiplayer online game options (MMOG), and increasing demand for wireless and 3D gaming consoles with 4k resolutions are some of the other prime drivers supporting the growth of the market and also influencing the console sales 2020. The development of low-cost 3D display technologies, enhanced game software programs, and advanced game console peripherals has enabled the gaming and entertainment sector to transition from 2D to multidimensional gameplay. Young working professionals with significant purchasing power are showing keen interest towards realistic visual effects and real-time gameplay experiences. These factors are supporting the 3D game console market share.
Innovative features and the use of cutting-edge technologies like multi-screen displays, motion sensors, and intelligent communication provide gamers with a more intense and dynamic gaming experience are likely to increase the demand for 3D game consoles in the market. Some of the best gaming systems 2020 were launched are PlayStation5 and Xbox Series X.
As per the console Vs PC market share analysis, the console market holds the larger share as compared to the PC market, mainly due to its high-quality standards, and growing advancements in core wireless connectivity.
Moreover, according to GME’s gaming console industry analysis, the introduction of virtual reality (VR) and augmented reality (AR) technology has improved the gaming experience, and the growing adoption and evolution of visual display resolutions such as 8k and 4k in consoles will fuel the console gaming market growth and also influence the market value of playstation.
Based on the components employed, the market can be segmented into software and hardware. The software segment is expected to capture the largest share of the market. Game console software is crucial for most applications that utilize virtual machines. Unity is one of the most powerful and commonly used game design software tools in the business, allowing you to develop 2D and 3D game systems for almost any platform including Wii U, Android, Windows, iOS, XB1, Facebook, Oculus Rift, PS4, Steam VR, Mac, and Switch.
Based on the technology employed in the 3D gaming consoles, the market can be segmented into AR & VR, active shutter technology, project holodeck, KINECT motion gaming, leap motion, and others. The AR & VR segment is expected to grow at the highest CAGR as compared to the other segments. It is due to the growing adoption of game design elements that have led to increased productivity in terms of innovative technologies and software.
Based on the applications of 3D gaming consoles, the market can be fragmented into mobile, gaming, and healthcare. The gaming segment is surmised to have the largest share of the market compared to the other segments. The dominance of this segment over the market has been driven by the increasing advancement in the controller-free console and is expected to create opportunities for developers.
Based on the console segment, the market is segregated into home consoles, handheld consoles, micro consoles, and dedicated consoles. The home console is considered to be the largest game console and is expected to capture the lion’s share during the forecast period. It is attributable to the increasing number of online gamers worldwide and the rising adoption of cloud technology. Home consoles are specifically built to play games using a dedicated hardware environment, providing developers with a real hardware target for development as well as assurances of what features would be accessible, simplifying development in comparison to PC game development. Furthermore, the handheld console market segment will be the fastest growing segment from 2021 to 2026.
Based on the platform segment, the market is segregated into Microsoft Xbox, Sony PlayStation, Nintendo Wii, and other platforms. Sony Playstation (Sony 3D game console) gaming platform is expected to capture the largest share of the market during the forecast period. It is due to the increasing demand for 3D gaming consoles with 4k resolutions along with the increasing investments in the market growth. According to Statista in 2020, Sony market share in video game industry is projected to account for 27.5% of the 3D console gaming market in India. Moreover, as per GME’s report analysis the value of Nintendo market share is growing the fastest and the 3D console gaming growth will be affected positively by the rising investment in the video game industry.
As per the geographical analysis, the global market for 3D gaming consoles can be classified into North America (the United States, Canada, and Mexico), Asia Pacific (India, China, Japan, Malaysia, Singapore, and the Rest of Asia Pacific), Europe (Germany, United Kingdom, Italy, France, Spain, Netherlands, and Rest of Europe), Middle East & Africa (Saudi Arabia, United Arab Emirates, and Rest of the Middle East & Africa) and Central & South America (Brazil, Argentina, and Rest of Central and South America).
The North American region is expected to hold the largest share of the market during the forecast period followed by the European market. The increasing demand for game consoles based on technologies including cloud service, AR /VR platform, high display resolutions, and 3D architecture, and the rising number of professional gamers are some of the leading factors driving the market growth in the North American region during the forecast period. Presence of large number of key players in the US & Canada and rising government support have helped to increase the demand for 3D gaming consoles in the North American market.
Furthermore, the APAC region is envisaged to become the fastest-growing region during the forecast period. The growing demand for 3D gaming consoles along with the increasing adoption of PC-based gaming and home-based consoles in the region is expected to anticipate the console gaming market growth.
NVIDIA Corporation; Sony Interactive Entertainment Inc.; Nintendo; Avatar Reality, Inc.; Facebook Technologies, LLC; Electronic Arts Inc.; Kava, LLC; Logitech; Linden Research, Inc.; A4TECH; Guillemot Corporation S.A.; Unity Technologies; GameBender, LLC; Slightly Mad Studios; Google; Logitech; Apple Inc.; Razer Inc.; Mad Catz Global Limited and Microsoft. among others are the key players in the 3D gaming console market.
Please note: This is not an exhaustive list of companies profiled in the report.
In 2019, Microsoft Corporation and Sony Corporation successfully collaborated for enhancing their entertainment platforms, software, and Cloud solutions for the gaming industry.
Chapter 1 Methodology
1.1 Market Scope & Definitions
1.2 Estimates & Forecast Calculation
1.3 Historical Data Overview and Validation
1.4 Data Sources
1.4.1 Secondary
1.4.2 Primary
Chapter 2 Report Outlook
2.1 Global 3D Gaming Console Industry Overview, 2021-2026
2.1.1 Industry Overview
2.1.2 Platform Growth Scenario
2.1.3 Application Growth Scenario
2.1.4 Component Growth Scenario
2.1.5 Technology Growth Scenario
2.1.6 Console Growth Scenario
2.1.7 Regional Overview
Chapter 3 Global 3D Gaming Console Market Trends
3.1 Market Segmentation
3.2 Industry Background, 2021-2026
3.3 Market Key Trends
3.3.1 Positive Trends
3.3.1.1 Augment of AR & VR in gaming industry
3.3.2 Industry Challenges
3.3.2.1 Rising share of 3D smart phone games market in the industry
3.4 Prospective Growth Scenario
3.4.1 Platform Growth Scenario
3.4.2 Application Growth Scenario
3.4.3 Component Growth Scenario
3.4.4 Technology Growth Scenario
3.4.5 Console Growth Scenario
3.5 COVID-19 Influence over Industry Growth
3.6 Porter’s Analysis
3.7 PESTEL Analysis
3.8 Value Chain & Supply Chain Analysis
3.9 Regulatory Framework
3.9.1 North America
3.9.2 Europe
3.9.3 APAC
3.9.4 LATAM
3.9.5 MEA
3.10 Technology Overview
3.11 Market Share Analysis, 2020
3.11.1 Company Positioning Overview, 2020
Chapter 4 Global 3D Gaming Console Market, By Platform
4.1 Platform Outlook
4.2 Microsoft Xbox
4.2.1 Market Size, By Region, 2021-2026 (USD Billion)
4.3 Sony PlayStation
4.3.1 Market Size, By Region, 2021-2026 (USD Billion)
4.4 Nintendo Wii
4.4.1 Market Size, By Region, 2021-2026 (USD Billion)
4.5 Other Platforms
4.5.1 Market Size, By Region, 2021-2026 (USD Billion)
Chapter 5 Global 3D Gaming Console Market, By Technology
5.1 Technology Outlook
5.2 Virtual & Augmented Reality
5.2.1 Market Size, By Region, 2021-2026 (USD Billion)
5.3 Active Shutter Technology
5.3.1 Market Size, By Region, 2021-2026 (USD Billion)
5.4 Project Holodeck
5.4.1 Market Size, By Region, 2021-2026 (USD Billion)
5.5 KINECT Motion Gaming
5.5.1 Market Size, By Region, 2021-2026 (USD Billion)
5.6 Leap Motion
5.6.1 Market Size, By Region, 2021-2026 (USD Billion)
5.7 Others
5..1 Market Size, By Region, 2021-2026 (USD Billion)
Chapter 6 Global 3D Gaming Console Market, By Component
6.1 Component Outlook
6.2 Hardware
6.2.1 Market Size, By Region, 2021-2026 (USD Billion)
6.3 Software
6.3.1 Market Size, By Region, 2021-2026 (USD Billion)
Chapter 7 Global 3D Gaming Console Market, By Application
7.1 Application Outlook
7.2 Healthcare
7.2.1 Market Size, By Region, 2021-2026 (USD Billion)
7.3 Gaming
7.3.1 Market Size, By Region, 2021-2026 (USD Billion)
7.4 Mobile
7.4.1 Market Size, By Region, 2021-2026 (USD Billion)
Chapter 8 Global 3D Gaming Console Market, By Console
8.1 Console Outlook
8.2 Home Consoles
8.2.1 Market Size, By Region, 2021-2026 (USD Billion)
8.3 Handheld Consoles
8.3.1 Market Size, By Region, 2021-2026 (USD Billion)
8.4 Micro Consoles
8.4.1 Market Size, By Region, 2021-2026 (USD Billion)
8.5 Dedicates Consoles
8.5.1 Market Size, By Region, 2021-2026 (USD Billion)
Chapter 9 Global 3D Gaming Console Market, By Region
9.1 Regional outlook
9.2 North America
9.2.1 Market Size, By Country, 2021-2026 (USD Billion)
9.2.2 Market Size, By Platform, 2021-2026 (USD Billion)
9.2.3 Market Size, By Technology, 2021-2026 (USD Billion)
9.2.4 Market Size, By Component, 2021-2026 (USD Billion)
9.2.5 Market Size, By Application, 2021-2026 (USD Billion)
9.2.6 Market Size, By Console, 2021-2026 (USD Billion)
9.2.7 U.S.
9.2.7.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.2.7.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.2.7.3 Market Size, By Component, 2021-2026 (USD Billion)
9.2.7.4 Market Size, By Application, 2021-2026 (USD Billion)
9.2.7.5 Market Size, By Console, 2021-2026 (USD Billion)
9.2.8 Canada
9.2.8.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.2.8.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.2.8.3 Market Size, By Component, 2021-2026 (USD Billion)
9.2.8.4 Market Size, By Application, 2021-2026 (USD Billion)
9.2.8.5 Market Size, By Console, 2021-2026 (USD Billion)
9.3 Europe
9.3.1 Market Size, By Country 2021-2026 (USD Billion)
9.3.2 Market Size, By Platform, 2021-2026 (USD Billion)
9.3.3 Market Size, By Technology, 2021-2026 (USD Billion)
9.3.4 Market Size, By Component, 2021-2026 (USD Billion)
9.3.5 Market Size, By Application, 2021-2026 (USD Billion)
9.3.6 Market Size, By Console, 2021-2026 (USD Billion)
9.3.7 Germany
9.3.7.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.3.7.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.3.7.3 Market Size, By Component, 2021-2026 (USD Billion)
9.3.7.4 Market Size, By Application, 2021-2026 (USD Billion)
9.3.7.5 Market Size, By Console, 2021-2026 (USD Billion)
9.3.8 UK
9.3.8.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.3.8.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.3.8.3 Market Size, By Component, 2021-2026 (USD Billion)
9.3.8.4 Market Size, By Application, 2021-2026 (USD Billion)
9.3.8.5 Market Size, By Console, 2021-2026 (USD Billion)
9.3.9 France
9.3.9.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.3.9.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.3.9.3 Market Size, By Component, 2021-2026 (USD Billion)
9.3.9.4 Market Size, By Application, 2021-2026 (USD Billion)
9.3.9.5 Market Size, By Console, 2021-2026 (USD Billion)
9.3.10 Italy
9.3.10.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.3.10.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.3.10.3 Market Size, By Component, 2021-2026 (USD Billion)
9.3.10.4 Market Size, By Application, 2021-2026 (USD Billion)
9.3.10.5 Market Size, By Console, 2021-2026 (USD Billion)
9.3.11 Spain
9.3.11.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.3.11.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.3.11.3 Market Size, By Component, 2021-2026 (USD Billion)
9.3.11.4 Market Size, By Application, 2021-2026 (USD Billion)
9.3.11.5 Market Size, By Console, 2021-2026 (USD Billion)
9.3.12 Russia
9.3.12.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.3.12.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.3.12.3 Market Size, By Component, 2021-2026 (USD Billion)
9.3.12.4 Market Size, By Application, 2021-2026 (USD Billion)
9.3.12.5 Market Size, By Console, 2021-2026 (USD Billion)
9.4 Asia Pacific
9.4.1 Market Size, By Country 2021-2026 (USD Billion)
9.4.2 Market Size, By Platform, 2021-2026 (USD Billion)
9.4.3 Market Size, By Technology, 2021-2026 (USD Billion)
9.4.4 Market Size, By Component, 2021-2026 (USD Billion)
9.4.5 Market Size, By Application, 2021-2026 (USD Billion)
9.4.6 Market Size, By Console, 2021-2026 (USD Billion)
9.4.7 China
9.4.7.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.4.7.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.4.7.3 Market Size, By Component, 2021-2026 (USD Billion)
9.4.7.4 Market Size, By Application, 2021-2026 (USD Billion)
9.4.7.5 Market Size, By Console, 2021-2026 (USD Billion)
9.4.8 India
9.4.8.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.4.8.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.4.8.3 Market Size, By Component, 2021-2026 (USD Billion)
9.4.8.4 Market Size, By Application, 2021-2026 (USD Billion)
9.4.8.5 Market Size, By Console, 2021-2026 (USD Billion)
9.4.9 Japan
9.4.9.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.4.9.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.4.9.3 Market Size, By Component, 2021-2026 (USD Billion)
9.4.9.4 Market Size, By Application, 2021-2026 (USD Billion)
9.4.9.5 Market Size, By Console, 2021-2026 (USD Billion)
9.4.10 Australia
9.4.10.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.4.10.2 Market size, By Technology, 2021-2026 (USD Billion)
9.4.10.3 Market Size, By Component, 2021-2026 (USD Billion)
9.4.10.4 Market Size, By Application, 2021-2026 (USD Billion)
9.4.10.5 Market Size, By Console, 2021-2026 (USD Billion)
9.4.11 South Korea
9.4.11.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.4.11.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.4.11.3 Market Size, By Component, 2021-2026 (USD Billion)
9.4.11.4 Market Size, By Application, 2021-2026 (USD Billion)
9.4.11.5 Market Size, By Console, 2021-2026 (USD Billion)
9.5 Latin America
9.5.1 Market Size, By Country 2021-2026 (USD Billion)
9.5.2 Market Size, By Platform, 2021-2026 (USD Billion)
9.5.3 Market Size, By Technology, 2021-2026 (USD Billion)
9.5.4 Market Size, By Component, 2021-2026 (USD Billion)
9.5.5 Market Size, By Application, 2021-2026 (USD Billion)
9.5.6 Market Size, By Console, 2021-2026 (USD Billion)
9.5.7 Brazil
9.5.7.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.5.7.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.5.7.3 Market Size, By Component, 2021-2026 (USD Billion)
9.5.7.4 Market Size, By Application, 2021-2026 (USD Billion)
9.5.7.5 Market Size, By Console, 2021-2026 (USD Billion)
9.5.8 Mexico
9.5.8.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.5.8.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.5.8.3 Market Size, By Component, 2021-2026 (USD Billion)
9.5.8.4 Market Size, By Application, 2021-2026 (USD Billion)
9.5.8.5 Market Size, By Console, 2021-2026 (USD Billion)
9.5.9 Argentina
9.5.9.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.5.9.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.5.9.3 Market Size, By Component, 2021-2026 (USD Billion)
9.5.9.4 Market Size, By Application, 2021-2026 (USD Billion)
9.5.9.5 Market Size, By Console, 2021-2026 (USD Billion)
9.6 MEA
9.6.1 Market Size, By Country 2021-2026 (USD Billion)
9.6.2 Market Size, By Platform, 2021-2026 (USD Billion)
9.6.3 Market Size, By Technology, 2021-2026 (USD Billion)
9.6.4 Market Size, By Component, 2021-2026 (USD Billion)
9.6.5 Market Size, By Application, 2021-2026 (USD Billion)
9.6.6 Market Size, By Console, 2021-2026 (USD Billion)
9.6.7 Saudi Arabia
9.6.7.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.6.7.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.6.7.3 Market Size, By Component, 2021-2026 (USD Billion)
9.6.7.4 Market Size, By Application, 2021-2026 (USD Billion)
9.6.7.5 Market Size, By Console, 2021-2026 (USD Billion)
9.6.8 UAE
9.6.8.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.6.8.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.6.8.3 Market Size, By Component, 2021-2026 (USD Billion)
9.6.8.4 Market Size, By Application, 2021-2026 (USD Billion)
9.6.8.5 Market Size, By Console, 2021-2026 (USD Billion)
9.6.9 South Africa
9.6.9.1 Market Size, By Platform, 2021-2026 (USD Billion)
9.6.9.2 Market Size, By Technology, 2021-2026 (USD Billion)
9.6.9.3 Market Size, By Component, 2021-2026 (USD Billion)
9.6.9.4 Market Size, By Application, 2021-2026 (USD Billion)
9.6.9.5 Market Size, By Console, 2021-2026 (USD Billion)
Chapter 10 Company Landscape
10.1 Competitive Analysis, 2020
10.2 Sony Corporation
10.2.1 Company Overview
10.2.2 Financial Analysis
10.2.3 Strategic Positioning
10.2.4 Info-Graphic Analysis
10.3 A4Tech Co. Ltd
10.3.1 Company Overview
10.3.2 Financial Analysis
10.3.3 Strategic Positioning
10.3.4 Info-Graphic Analysis
10.4 Activision Publishing Inc.
10.4.1 Company Overview
10.4.2 Financial Analysis
10.4.3 Strategic Positioning
10.4.4 Info-Graphic Analysis
10.5 Electronic Art Inc.
10.5.1 Company Overview
10.5.2 Financial Analysis
10.5.3 Strategic Positioning
10.5.4 Info-Graphic Analysis
10.6 Guillemot Corporation SA (Thrustmaster)
10.6.1 Company Overview
10.6.2 Financial Analysis
10.6.3 Strategic Positioning
10.6.4 Info-Graphic Analysis
10.7 Kaneva LLC
10.7.1 Company Overview
10.7.2 Financial Analysis
10.7.3 Strategic Positioning
10.7.4 Info-Graphic Analysis
10.9 Microsoft Corporation
10.9.1 Company Overview
10.9.2 Financial Analysis
10.9.3 Strategic Positioning
10.9.4 Info-Graphic Analysis
10.9 Nintendo Co. Ltd
10.9.1 Company Overview
10.9.2 Financial Analysis
10.9.3 Strategic Positioning
10.9.4 Info-Graphic Analysis
10.10 Oculus VR
10.10.1 Company Overview
10.10.2 Financial Analysis
10.10.3 Strategic Positioning
10.10.4 Info-Graphic Analysis
10.11 Logitech Inc.
10.11.1 Company Overview
10.11.2 Financial Analysis
10.11.3 Strategic Positioning
10.11.4 Info-Graphic Analysis
10.12 Other Companies
10.12.1 Company Overview
10.12.2 Financial Analysis
10.12.3 Strategic Positioning
10.12.4 Info-Graphic Analysis
The Global 3D Gaming Console Market has been studied from3D Gaming Console Market the year 2019 till 2026. However, the CAGR provided in the report is from the year 2021 to 2026. The research methodology involved three stages: Desk research, Primary research, and Analysis & Output from the entire research process.
The desk research involved a robust background study which meant referring to paid and unpaid databases to understand the market dynamics; mapping contracts from press releases; identifying the key players in the market, studying their product portfolio, competition level, annual reports/SEC filings & investor presentations; and learning the demand and supply-side analysis for the 3D Gaming Console Market.
The primary research activity included telephonic conversations with more than 50 tier 1 industry consultants, distributors, and end-use product manufacturers.
Finally, based on the above thorough research process, an in-depth analysis was carried out considering the following aspects: market attractiveness, current & future market trends, market share analysis, SWOT analysis of the company and customer analytics.
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