Global 3D Gaming Console Market

3D Gaming Console Market Size, Share, Growth Analysis, By Console(Home Consoles, Handheld Consoles), By Technology(AR & VR, active shutter technology, project holodeck, KINECT motion gaming), By End- use(Healthcare, Gaming, Mobile), By Component(Hardware, Software), By Platform(Microsoft Xbox, Sony PlayStation, Nintendo Wii, other platforms), By Age Group(0-22 Years, 23-32 Years, Above 33 Years), By Distribution Channel(Online Distribution Channel, Offline Distribution Channel), By Region - Industry Forecast 2024-2031


Report ID: SQSG25E2016 | Region: Global | Published Date: February, 2024
Pages: 157 | Tables: 199 | Figures: 80

3D Gaming Console Market News

  • In September 2022, Oppo joined mobile 3D gaming effort, a unit of the non-profit Linux Foundation, O3DF was founded in 2021 to pool resources of developers and support open-source projects in 3D graphics, rendering and gaming development. Its flagship project is the Open 3D Engine, a cross platform, open source engine capable of powering “cinema quality 3D worlds” and premium games that have a big name publisher and large budgets.
  • In September 2022, Sony launched Sony Xperia 1 IV Gaming Edition, an RGB infrared sensor on the backfeeds of AI that controls the cameras white balance, and there is a 3D ToF sensors.
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FAQs

The growth rate of 3D Gaming Console Market is at 14.58%  CAGR. The estimated value of the market by 2028 is USD 30.59  billions.

The market is  segmented into two types: home consoles and handheld consoles.Among these, the home consoles segment is expected to have the highest revenue share.

Global 3D Gaming Console Market size was valued at USD 22.9 billion in 2022 and is poised to grow from USD 24.1 billion in 2023 to USD 33.8 billion by 2031, growing at a CAGR of 5% in the forecast period (2024-2031).

Global 3D gaming console market is highly competitive and somewhat fragmented. To maintain a competitive edge, the major industry participants are continually implementing various growth strategies. Innovations, mergers, and acquisitions, collaborations and partnerships are adopted by these players to thrive in the competitive market. In order to provide industries with the most effective and economical solutions, the major market players are also continually concentrating on R&D. 'Sony Corporation', 'Microsoft Corporation', 'Nintendo Co. Ltd.', 'Alienware Corporation', 'CyberPowerPC', 'NVIDIA Corporation', 'Valve Corporation', 'OUYA Inc.', 'Mad Catz Interactive Inc.', 'Razer Inc.', 'GameStop Corp.', 'Hyperkin Inc.', 'AtGames Holdings Ltd.', 'JXD Company Ltd.', 'PlayJam Ltd.', 'Xiaomi Corporation', 'Amazon.com, Inc.', 'Google LLC', 'Apple Inc.', 'Huawei Technologies Co. Ltd.'

Growth of health associated concerns such as eyesight issues may affects the overall market growth.

The online video game market includes consoles, web-enabled mobile phones, and tablets in addition to PCs. Virtual reality is anticipated to make a big comeback in the video game business, providing a promising avenue for multidimensional gameplay, thanks to developers like Oculus VR, owned by Facebook Inc. Alliances involving cutting-edge immersive technologies are expected to shape the direction of the video gaming sector in the future. The market for 3D video games has become more intense due to increased competition. Opportunities for video game software development are increased by advancements in hardware and content. Additionally, producers are using a variety of marketing strategies to outperform competitors and get an edge in the video game market.

North American holds a significant share in the global 3d gaming console market because of the rising demand for game consoles based on technologies, including cloud service. The increasing number of professional gamers is one of the leading factors driving the region’s market growth. Presence of large number of key players in the US & Canada and rising government support have increase the demand for 3D gaming consoles in the North American market.

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Global 3D Gaming Console Market

Report ID: SQSG25E2016

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