Global 3D Gaming Consoles Market - Segmented by Component, Console, Platform, Technology, and Region - Growth, Trends, and Forecast (2022 - 2030)

SKU ID :INH-13103105 | Published Date: 26-Apr-2018 | No. of pages: 105
1. Introduction 1.1 Study Deliverables 1.2 Study Assumptions 1.3 Research Methodology 1.4 Key Findings 2. Executive Summary 3. Market Overview 3.1 Overview 3.2 Value Chain Analysis 3.3 Industry Attractiveness - Porter's Five Forces Analysis 3.3.1 Bargaining Power of Suppliers 3.3.2 Bargaining Power of Consumers 3.3.3 Threat of New Entrants 3.3.4 Threat of Substitute Products and Services 3.3.5 Competitive Rivalry 3.4 Industry Policies 4. Market Dynamics 4.1 Drivers 4.1.1 Growing Popularity of 3D Devices 4.1.2 Development Autostereoscopic Technology 4.2 Restraints 4.2.1 Higher Game Development Costs 4.2.2 Requirement of Additional Accessories 4.2.3 Emergence of VR and AR Games 4.2.4 Strong Competition form PCs 4.3 Opportunities 4.3.1 Increasing Penetration of the Gaming Market 5. Market Segmentation 5.1 By Component 5.1.1 Hardware 5.1.2 Software 5.2 By Console 5.2.1 Home Consoles 5.2.2 Hand Held Consoles 5.2.3 Micro Consoles 5.2.4 Dedicated Consoles 5.3 By Platform 5.3.1 Microsoft Xbox 5.3.2 Sony PlayStation 5.3.3 Nintendo Wii 5.3.4 Others 5.4 By Technology 5.4.1 Xbox Illumiroom 5.4.2 Auto Stereoscopy 5.4.3 Leap Motion Technology 5.4.4 Polarized Shutter Technology 5.4.5 Compatible 3D Glasses 5.4.6 Others 5.5 By Region 5.5.1 North America 5.5.1.1 United states 5.5.1.2 Canada 5.5.1.3 Rest of North America 5.5.2 Europe 5.5.2.1 United Kingdom 5.5.2.2 Germany 5.5.2.3 France 5.5.2.4 Rest of Europe 5.5.3 Asia-Pacific 5.5.3.1 China 5.5.3.2 Japan 5.5.3.3 India 5.5.3.4 Rest of Asia-Pacific 5.5.4 Rest of the World 6. Vendor Market Share 7. Company Profiles 7.1 A4Tech Co., Ltd 7.2 Activision Publishing, Inc. 7.3 Electronic Art, Inc. 7.4 Guillemot Corporation S.A. (Thrustmaster) 7.5 Kaneva, LLC 7.6 Linden Research, Inc. 7.7 Logitech, Inc. 7.8 Microsoft Corporation 7.9 Nintendo Co. Ltd 7.10 Oculus VR 7.11 Saitek Industries, Ltd 7.12 Sony Computer Entertainment *List not Exhaustive 8. Investment Analysis 9. Future of the Market
A4Tech Co., Ltd, Activision Publishing, Inc., Electronic Art, Inc., Guillemot Corporation S.A. (Thrustmaster), Kaneva, LLC, Linden Research, Inc., Logitech, Inc., Microsoft Corporation, Nintendo Co. Ltd, Oculus VR, Saitek Industries, Ltd, Sony Computer Entertainment
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