1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Market Segmentation
1.5. Currency
1.6. Assumptions
1.7. Base and Forecast Years Timeline
1.8. Key Benefits for the Stakeholders
2. RESEARCH METHODOLOGY
2.1. Research Design
2.2. Research Process
2.3. Data Validation
3. EXECUTIVE SUMMARY
3.1. Key Findings
3.2. Analyst View
4. MARKET DYNAMICS
4.1. Market Drivers
4.2. Market Restraints
4.3. Porter’s Five Forces Analysis
4.3.1. Bargaining Power of Supplier
4.3.2. Bargaining Power of Buyers
4.3.3. Threat of New Entrants
4.3.4. Threat of Substitutes
4.3.5. Competitive Rivalry in the Industry
4.4. Industry Value Chain Analysis
5. GAMING CONSOLE SALES, SPECIFICATIONS, AND FEATURE COMPARISON
6. GLOBAL GAMING CONSOLE MARKET BY TYPE
6.1. Introduction
6.2. Home Console
6.3. Handheld Consoles
6.4. Hybrid Consoles
7. GLOBAL GAMING CONSOLE MARKET BY GEOGRAPHY
7.1. Introduction
7.2. North America
7.2.1. By Type
7.2.2. By Country
7.2.2.1. United States
7.2.2.2. Canada
7.2.2.3. Mexico
7.3. South America
7.3.1. By Type
7.3.2. By Country
7.3.2.1. Brazil
7.3.2.2. Argentina
7.3.2.3. Others
7.4. Europe
7.4.1. By Type
7.4.2. By Country
7.4.2.1. Germany
7.4.2.2. France
7.4.2.3. United Kingdom
7.4.2.4. Italy
7.4.2.5. Spain
7.4.2.6. Others
7.5. Middle East and Africa
7.5.1. By Type
7.5.2. By Country
7.5.2.1. Israel
7.5.2.2. Saudi Arabia
7.5.2.3. Others
7.6. Asia Pacific
7.6.1. By Type
7.6.2. By Country
7.6.2.1. China
7.6.2.2. Japan
7.6.2.3. India
7.6.2.4. South Korea
7.6.2.5. Thailand
7.6.2.6. Indonesia
7.6.2.7. Taiwan
7.6.2.8. Others
8. COMPETITIVE ENVIRONMENT AND ANALYSIS
8.1. Major Players and Strategy Analysis
8.2. Emerging Players and Market Lucrativeness
8.3. Mergers, Acquisitions, Agreements, and Collaborations
8.4. Competitive Dashboard
9. COMPANY PROFILES
9.1. Sony Group Corp.
9.2. Nintendo Co., Ltd.
9.3. Microsoft Corporation
9.4. NVIDIA Corporation
9.5. ASUSTeK Computer Inc.
9.6. Lenovo
9.7. SAMSUNG
9.8. Advanced Micro Devices, Inc.
9.9. Atari SA
LIST OF FIGURES
LIST OF TABLES