Portable Gaming Console Market Size, Share, Opportunities, And Trends By Device (Smartphones and Tablets, Gaming Devices), And By Geography - Forecasts From 2025 To 2030

Comprehensive analysis of demand drivers, supply-side constraints, competitive landscape, and growth opportunities across applications and regions.

Report CodeKSI061614807
PublishedJul, 2025

Description

Portable Gaming Console Market Size:

The portable gaming console market is expected to grow from USD 14.740 billion in 2025 to USD 20.365 billion in 2030, at a CAGR of 6.68%.

Portable gaming consoles are compact self-contained video game consoles that are simple handheld gaming consoles. They combine the speakers, console, display, and controls into a single unit, allowing the user to transport and play them at any time or location. These gadgets are typically lighter and more portable than conventional consoles. Additionally, they typically have longer battery lives than conventional consoles, letting users play for long periods before needing to recharge. Some portable gaming consoles may come with extra functions like internet connection and cloud gaming. Video games are becoming increasingly popular among young people, which is the main reason fueling the market's expansion.

Portable Gaming Console Market Growth factors:

  • Increasing demand for mobile gaming

One of the primary development drivers for the portable gaming console industry is the increasing demand for mobile gaming. The mobile gaming industry is one of the world's fastest expanding. Mobile games have become the preferred form of entertainment for individuals of all ages and groups in recent years. The introduction of powerful smartphones and tablets has resulted in a considerable surge in demand for mobile games in portable gaming consoles. For instance, With the brand-new Snapdragon G3x CPU, Razer introduced a portable gaming dev kit in December 2021. To run all Android games, play content from cloud gaming libraries, stream games from your home console or PC, and enjoy entertainment from your favorite Android apps, the Snapdragon G3x Gen 1 Gaming Platform offers cutting-edge performance and the full complement of Snapdragon Elite Gaming technologies.

  • Inclusion of 3D in the gaming industry to improve user experience

One of the primary elements driving the expansion of the portable gaming console business is the increasing demand for 3D game consoles. 3D gaming is gaining popularity all over the world. 3D gaming consoles support stereoscopic graphics gameplay on a built-in high-resolution display. Furthermore, 3D gaming capabilities such as perfect 3-D localization improve user experience and add realism to the gameplay. Over the coming years, market growth is predicted to be fueled by the creation of 3D games. For instance, Nintendo has revealed that a 3D Mario collection will be available for the Switch in September 2020. Nintendo said in a press release that Super Mario 3D All-Stars will be released in limited quantities only for the Nintendo Switch family of platforms on September 18 and will be available until March 31, 2021. As excitement develops for the latest and greatest gaming console, the only opinion that truly matters is that of the gamers themselves.

  • The growth of cloud-based gaming

Over the following several years, it is anticipated that the market for portable gaming consoles would rise as a result of the introduction of cloud-based gaming. A gaming paradigm known as "cloud-based gaming" refers to one in which all or the majority of game processing occurs on remote servers as opposed to locally installed hardware in users' homes, businesses, etc. For instance, Logitech has announced a portable cloud gaming console in September 2022. The Logitech G Cloud is a portable gaming console that primarily focuses on cloud gaming services like Xbox Cloud Gaming and Nvidia GeForce Now. The Logitech G Cloud is less expensive, lighter, and has a longer battery life. In terms of internal specifications, it has just enough computer capacity to perform cloud gaming services.

Segmentation:

  • By Operating System
    • Windows
    • Android
    • iOS
  • By Connectivity Type
    • Wi-Fi
    • Bluetooth
    • 4G/5G Networks
  • By Distribution Channel
    • Online
    • Offline
  • By Geography
    • North America
      • USA
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Others
    • Europe
      • Germany
      • France
      • United Kingdom
      • Italy
      • Spain
      • Others
    • Middle East and Africa
      • Saudi Arabia
      • UAE
      • Others
    • Asia Pacific
      • China
      • India
      • Japan
      • South Korea
      • Australia
      • Others

Table Of Contents

1. EXECUTIVE SUMMARY 

2. MARKET SNAPSHOT

2.1. Market Overview

2.2. Market Definition

2.3. Scope of the Study

2.4. Market Segmentation

3. BUSINESS LANDSCAPE 

3.1. Market Drivers

3.2. Market Restraints

3.3. Market Opportunities 

3.4. Porter’s Five Forces Analysis

3.5. Industry Value Chain Analysis

3.6. Policies and Regulations 

3.7. Strategic Recommendations 

4. TECHNOLOGICAL OUTLOOK

5. PORTABLE GAMING CONSOLE MARKET BY OPERATING SYSTEM

5.1. Introduction

5.2. Windows

5.3. Andorid

5.4. iOS

6. PORTABLE GAMING CONSOLE MARKET BY CONNECTIVITY TYPE

6.1. Introduction

6.2. Wi-Fi

6.3. Bluetooth

6.4. 4G/5G Networks

7. PORTABLE GAMING CONSOLE MARKET BY DISTRIBUTION CHANNEL

7.1. Introduction

7.2. Online

7.3. Offline

8. PORTABLE GAMING CONSOLE MARKET BY GEOGRAPHY

8.1. Introducti

8.2. North America

8.2.1. USA

8.2.2. Canada

8.2.3. Mexico

8.3. South America

8.3.1. Brazil

8.3.2. Argentina

8.3.3. Others

8.4. Europe

8.4.1. Germany

8.4.2. France

8.4.3. United Kingdom

8.4.4. Italy

8.4.5. Spain

8.4.6. Others

8.5. Middle East and Africa

8.5.1. Saudi Arabia

8.5.2. UAE

8.5.3. Others

8.6. Asia Pacific

8.6.1. China

8.6.2. India

8.6.3. Japan

8.6.4. South Korea

8.6.5. Australia

8.6.6. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

9.1. Major Players and Strategy Analysis

9.2. Market Share Analysis

9.3. Mergers, Acquisitions, Agreements, and Collaborations

9.4. Competitive Dashboard

10. COMPANY PROFILES 

10.1. Nintendo Co Ltd

10.2. Sony Corporation

10.3. Microsoft Corporation

10.4. Valve Corporation

10.5. ASUSTeK Computer Inc. 

10.6. MSI (Micro-Star International)

10.7. Logitech G

10.8. Lenovo

11. APPENDIX

11.1. Currency 

11.2. Assumptions

11.3. Base and Forecast Years Timeline

11.4. Key benefits for the stakeholders

11.5. Research Methodology 

11.6. Abbreviations 

LIST OF FIGURES

LIST OF TABLES

Companies Profiled

Nintendo Co Ltd

Sony Corporation

Microsoft Corporation

Valve Corporation

ASUSTeK Computer Inc. 

MSI (Micro-Star International)

Logitech G

Lenovo

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