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Asia Pacific Gaming Console Market Size, Share & Trends Analysis Report By Type (Home Console and Handheld Console (Portable and Non-Portable)), By End-use (Residential and Commercial), By Application, By Country and Growth Forecast, 2024 - 2031

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    Report

  • 155 Pages
  • December 2024
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6041544
The Asia Pacific Gaming Console Market is expected to witness market growth of 17.7% CAGR during the forecast period (2024-2031). In the year 2022, the Asia Pacific market's volume surged to 33.30 million units, showcasing a growth of 10.1% (2020-2023).

Gaming serves as the core application within the Market, driving its development, demand, and evolution. It encompasses a wide variety of interactive entertainment experiences, including single-player, multiplayer, and massive online games, tailored for diverse audiences. Modern gaming consoles, such as PlayStation, Xbox, and Nintendo Switch, are optimized to deliver immersive experiences through advanced graphics, lifelike simulations, and responsive gameplay. These consoles cater to both casual gamers seeking leisure and hardcore players engaging in competitive e-sports. Hence, in India, 9.85 million units of gaming console is expected to be utilized for gaming by the year 2031.



The China market dominated the Asia Pacific Gaming Console Market by country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of $11.36 billion by 2031. The Japan market is registering a CAGR of 16.9% during 2024-2031. Additionally, the India market would witness a CAGR of 18.4% during 2024-2031.

The accessibility of gaming consoles has also been a key factor in their widespread adoption. Console manufacturers have strategically designed systems that cater to various market segments, offering entry-level options for casual players and premium models for hardcore enthusiasts. This approach ensures that gaming consoles remain affordable and appealing to a diverse audience. Additionally, backward compatibility and expansive game libraries allow players to enjoy classic and modern titles on a single device, enhancing the value proposition of owning a console. With user-friendly interfaces and plug-and-play functionality, these features make gaming consoles ideal for newcomers and seasoned gamers.

The market has been sustained by the creative aspect of game development, in addition to technological advancements. Exclusive titles and franchises have become major selling points for consoles, attracting dedicated fan bases and driving brand loyalty. Games such as "The Last of Us," "Halo," and "Super Mario" are not merely entertainment products; they are cultural phenomena that have significantly influenced the identity of their respective platforms. Console manufacturers invest heavily in partnerships with game developers to ensure a steady pipeline of high-quality, exclusive content, boosting console sales and enhancing the gaming ecosystem.

The market in South Korea is substantially bolstered by the country's status as a global leader in gaming culture, particularly in e-sports. The nation is renowned for its passionate gaming community, where video games are a key part of daily life for people of all ages. South Korea’s dominance in global e-sports leagues, such as those for "League of Legends," highlights its influence on the global gaming stage. The country’s vibrant gaming culture and commitment to innovation make it a focal point for gaming console development and adoption, earning it the reputation as the "promised land for gamers." These nations collectively drive the Asia Pacific gaming console market’s rapid growth with their unique strengths and contributions.

List of Key Companies Profiled

  • Corsair Gaming, Inc.
  • ASUSTeK Computer Inc.
  • Sony Corporation
  • Dell Technologies, Inc.
  • Microsoft Corporation
  • Lenovo Group Limited
  • HP, Inc.
  • Nintendo Co., Ltd.
  • Acer, Inc.
  • Logitech International S.A.

Market Report Segmentation

By Type (Volume, Thousand Units, USD Billion, 2020-2031)

  • Home Console
  • Handheld Console
  • Portable
  • Non-Portable

By End-use (Volume, Thousand Units, USD Billion, 2020-2031)

  • Residential
  • Commercial

By Application (Volume, Thousand Units, USD Billion, 2020-2031)

  • Gaming
  • Non-Gaming

By Country (Volume, Thousand Units, USD Billion, 2020-2031)

  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Malaysia
  • Rest of Asia Pacific

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Gaming Console Market, by Type
1.4.2 Asia Pacific Gaming Console Market, by End-use
1.4.3 Asia Pacific Gaming Console Market, by Application
1.4.4 Asia Pacific Gaming Console Market, by Country
1.5 Methodology for the Research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
3.3 Porter Five Forces Analysis
Chapter 4. Recent Strategies Deployed in Gaming Console Market
Chapter 5. Asia Pacific Gaming Console Market by Type
5.1 Asia Pacific Home Console Market by Country
5.2 Asia Pacific Handheld Console Market by Country
5.3 Asia Pacific Gaming Console Market by Handheld Console Type
5.3.1 Asia Pacific Portable Market by Country
5.3.2 Asia Pacific Non-Portable Market by Country
Chapter 6. Asia Pacific Gaming Console Market by End-use
6.1 Asia Pacific Residential Market by Country
6.2 Asia Pacific Commercial Market by Country
Chapter 7. Asia Pacific Gaming Console Market by Application
7.1 Asia Pacific Gaming Market by Country
7.2 Asia Pacific Non-Gaming Market by Country
Chapter 8. Asia Pacific Gaming Console Market by Country
8.1 China Gaming Console Market
8.1.1 China Gaming Console Market by Type
8.1.1.1 China Gaming Console Market by Handheld Console Type
8.1.2 China Gaming Console Market by End-use
8.1.3 China Gaming Console Market by Application
8.2 Japan Gaming Console Market
8.2.1 Japan Gaming Console Market by Type
8.2.1.1 Japan Gaming Console Market by Handheld Console Type
8.2.2 Japan Gaming Console Market by End-use
8.2.3 Japan Gaming Console Market by Application
8.3 India Gaming Console Market
8.3.1 India Gaming Console Market by Type
8.3.1.1 India Gaming Console Market by Handheld Console Type
8.3.2 India Gaming Console Market by End-use
8.3.3 India Gaming Console Market by Application
8.4 South Korea Gaming Console Market
8.4.1 South Korea Gaming Console Market by Type
8.4.1.1 South Korea Gaming Console Market by Handheld Console Type
8.4.2 South Korea Gaming Console Market by End-use
8.4.3 South Korea Gaming Console Market by Application
8.5 Australia Gaming Console Market
8.5.1 Australia Gaming Console Market by Type
8.5.1.1 Australia Gaming Console Market by Handheld Console Type
8.5.2 Australia Gaming Console Market by End-use
8.5.3 Australia Gaming Console Market by Application
8.6 Malaysia Gaming Console Market
8.6.1 Malaysia Gaming Console Market by Type
8.6.1.1 Malaysia Gaming Console Market by Handheld Console Type
8.6.2 Malaysia Gaming Console Market by End-use
8.6.3 Malaysia Gaming Console Market by Application
8.7 Rest of Asia Pacific Gaming Console Market
8.7.1 Rest of Asia Pacific Gaming Console Market by Type
8.7.1.1 Rest of Asia Pacific Gaming Console Market by Handheld Console Type
8.7.2 Rest of Asia Pacific Gaming Console Market by End-use
8.7.3 Rest of Asia Pacific Gaming Console Market by Application
Chapter 9. Company Profiles
9.1 Corsair Gaming, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.2 ASUSTeK Computer Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expenses
9.2.5 Recent Strategies and Developments
9.2.5.1 Product Launches and Product Expansions
9.2.6 SWOT Analysis
9.3 Sony Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental and Regional Analysis
9.3.4 Research & Development Expenses
9.3.5 Recent Strategies and Developments
9.3.5.1 Product Launches and Product Expansions
9.3.5.2 Acquisition and Mergers
9.3.6 SWOT Analysis
9.4 Dell Technologies, Inc.
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expense
9.4.5 SWOT Analysis
9.5 Microsoft Corporation
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expenses
9.5.5 Recent Strategies and Developments
9.5.5.1 Product Launches and Product Expansions
9.5.6 SWOT Analysis
9.6 Lenovo Group Limited
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segmental and Regional Analysis
9.6.4 Research & Development Expense
9.6.5 Recent Strategies and Developments
9.6.5.1 Product Launches and Product Expansions
9.6.6 SWOT Analysis
9.7 HP, Inc.
9.7.1 Company Overview
9.7.1 Financial Analysis
9.7.2 Segmental and Regional Analysis
9.7.3 Research & Development Expense
9.7.4 SWOT Analysis
9.8 Nintendo Co., Ltd.
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Regional Analysis
9.8.4 Research & Development Expenses
9.8.5 SWOT Analysis
9.9 Acer, Inc.
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Segmental and Regional Analysis
9.9.4 Research & Development Expenses
9.9.5 Recent Strategies and Developments
9.9.5.1 Product Launches and Product Expansions
9.9.6 SWOT Analysis
9.10. Logitech International S.A.
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Regional Analysis
9.10.4 Research & Development Expenses
9.10.5 Recent Strategies and Developments
9.10.5.1 Product Launches and Product Expansions
9.10.6 SWOT Analysis

Companies Mentioned

  • Corsair Gaming, Inc.
  • ASUSTeK Computer Inc.
  • Sony Corporation
  • Dell Technologies, Inc.
  • Microsoft Corporation
  • Lenovo Group Limited
  • HP, Inc.
  • Nintendo Co., Ltd.
  • Acer, Inc.
  • Logitech International S.A.

Methodology

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